diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
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-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
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-
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diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
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diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
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-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
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diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
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-
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-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
deleted file mode 100644
index df2df27..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
+++ /dev/null
@@ -1,803 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// TODO:
-// - Clipboard is not supported.
-
-#import
-#import
-
-#include
-#include
-#include
-#include
-
-#include "imgui_impl_ios.h"
-#include "imgui.h"
-
-#include "uSynergy.h"
-
-// From Carbon HIToolbox/Events.h
-// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
-enum {
- kVK_ANSI_A = 0x00,
- kVK_ANSI_S = 0x01,
- kVK_ANSI_D = 0x02,
- kVK_ANSI_F = 0x03,
- kVK_ANSI_H = 0x04,
- kVK_ANSI_G = 0x05,
- kVK_ANSI_Z = 0x06,
- kVK_ANSI_X = 0x07,
- kVK_ANSI_C = 0x08,
- kVK_ANSI_V = 0x09,
- kVK_ANSI_B = 0x0B,
- kVK_ANSI_Q = 0x0C,
- kVK_ANSI_W = 0x0D,
- kVK_ANSI_E = 0x0E,
- kVK_ANSI_R = 0x0F,
- kVK_ANSI_Y = 0x10,
- kVK_ANSI_T = 0x11,
- kVK_ANSI_1 = 0x12,
- kVK_ANSI_2 = 0x13,
- kVK_ANSI_3 = 0x14,
- kVK_ANSI_4 = 0x15,
- kVK_ANSI_6 = 0x16,
- kVK_ANSI_5 = 0x17,
- kVK_ANSI_Equal = 0x18,
- kVK_ANSI_9 = 0x19,
- kVK_ANSI_7 = 0x1A,
- kVK_ANSI_Minus = 0x1B,
- kVK_ANSI_8 = 0x1C,
- kVK_ANSI_0 = 0x1D,
- kVK_ANSI_RightBracket = 0x1E,
- kVK_ANSI_O = 0x1F,
- kVK_ANSI_U = 0x20,
- kVK_ANSI_LeftBracket = 0x21,
- kVK_ANSI_I = 0x22,
- kVK_ANSI_P = 0x23,
- kVK_ANSI_L = 0x25,
- kVK_ANSI_J = 0x26,
- kVK_ANSI_Quote = 0x27,
- kVK_ANSI_K = 0x28,
- kVK_ANSI_Semicolon = 0x29,
- kVK_ANSI_Backslash = 0x2A,
- kVK_ANSI_Comma = 0x2B,
- kVK_ANSI_Slash = 0x2C,
- kVK_ANSI_N = 0x2D,
- kVK_ANSI_M = 0x2E,
- kVK_ANSI_Period = 0x2F,
- kVK_ANSI_Grave = 0x32,
- kVK_ANSI_KeypadDecimal = 0x41,
- kVK_ANSI_KeypadMultiply = 0x43,
- kVK_ANSI_KeypadPlus = 0x45,
- kVK_ANSI_KeypadClear = 0x47,
- kVK_ANSI_KeypadDivide = 0x4B,
- kVK_ANSI_KeypadEnter = 0x4C,
- kVK_ANSI_KeypadMinus = 0x4E,
- kVK_ANSI_KeypadEquals = 0x51,
- kVK_ANSI_Keypad0 = 0x52,
- kVK_ANSI_Keypad1 = 0x53,
- kVK_ANSI_Keypad2 = 0x54,
- kVK_ANSI_Keypad3 = 0x55,
- kVK_ANSI_Keypad4 = 0x56,
- kVK_ANSI_Keypad5 = 0x57,
- kVK_ANSI_Keypad6 = 0x58,
- kVK_ANSI_Keypad7 = 0x59,
- kVK_ANSI_Keypad8 = 0x5B,
- kVK_ANSI_Keypad9 = 0x5C
-};
-
-/* keycodes for keys that are independent of keyboard layout*/
-enum {
- kVK_Return = 0x24,
- kVK_Tab = 0x30,
- kVK_Space = 0x31,
- kVK_Delete = 0x33,
- kVK_Escape = 0x35,
- kVK_Command = 0x37,
- kVK_Shift = 0x38,
- kVK_CapsLock = 0x39,
- kVK_Option = 0x3A,
- kVK_Control = 0x3B,
- kVK_RightShift = 0x3C,
- kVK_RightOption = 0x3D,
- kVK_RightControl = 0x3E,
- kVK_Function = 0x3F,
- kVK_F17 = 0x40,
- kVK_VolumeUp = 0x48,
- kVK_VolumeDown = 0x49,
- kVK_Mute = 0x4A,
- kVK_F18 = 0x4F,
- kVK_F19 = 0x50,
- kVK_F20 = 0x5A,
- kVK_F5 = 0x60,
- kVK_F6 = 0x61,
- kVK_F7 = 0x62,
- kVK_F3 = 0x63,
- kVK_F8 = 0x64,
- kVK_F9 = 0x65,
- kVK_F11 = 0x67,
- kVK_F13 = 0x69,
- kVK_F16 = 0x6A,
- kVK_F14 = 0x6B,
- kVK_F10 = 0x6D,
- kVK_F12 = 0x6F,
- kVK_F15 = 0x71,
- kVK_Help = 0x72,
- kVK_Home = 0x73,
- kVK_PageUp = 0x74,
- kVK_ForwardDelete = 0x75,
- kVK_F4 = 0x76,
- kVK_End = 0x77,
- kVK_F2 = 0x78,
- kVK_PageDown = 0x79,
- kVK_F1 = 0x7A,
- kVK_LeftArrow = 0x7B,
- kVK_RightArrow = 0x7C,
- kVK_DownArrow = 0x7D,
- kVK_UpArrow = 0x7E
-};
-
-static char g_keycodeCharUnshifted[256] = {};
-static char g_keycodeCharShifted[256] = {};
-
-//static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_mouseWheelX = 0.0f;
-static float g_mouseWheelY = 0.0f;
-
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static size_t g_VboSize = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
-static float g_displayScale;
-
-static int usynergy_sockfd;
-static bool g_synergyPtrActive = false;
-static uint16_t g_mousePosX = 0;
-static uint16_t g_mousePosY = 0;
-
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
-bool ImGui_ImplIOS_CreateDeviceObjects();
-
-static NSString *g_serverName;
-
-uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
-{
- // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
- // uSynergy does not support SSL.
-
- NSLog( @"Connect Func!");
- struct addrinfo hints, *res;
-
- // first, load up address structs with getaddrinfo():
- memset(&hints, 0, sizeof hints);
- hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
- hints.ai_socktype = SOCK_STREAM;
-
- // get server address
- getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
-
- if (!res)
- {
- NSLog( @"Could not find server: %@", g_serverName );
- return USYNERGY_FALSE;
- }
-
- // make a socket:
- usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
-
- // connect it to the address and port we passed in to getaddrinfo():
- int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
- if (!ret) {
- NSLog( @"Connect succeeded...");
- } else {
- NSLog( @"Connect failed, %d", ret );
- }
-
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
-{
-// NSLog( @"Send Func" );
- send( usynergy_sockfd, buffer, length, 0 );
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
-{
- *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
-
- return USYNERGY_TRUE;
-}
-
-void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
-{
- usleep( timeMs * 1000 );
-}
-
-uint32_t ImGui_GetTimeFunc()
-{
- struct timeval tv;
- gettimeofday(&tv, NULL);
-
- return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
-}
-
-void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
-{
- puts(text);
-}
-
-void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
-{
- g_synergyPtrActive = active;
-// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
-}
-
-void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
- uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
-{
-// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
- uSynergyContext *ctx = (uSynergyContext*)cookie;
- g_mousePosX = x;
- g_mousePosY = y;
- g_mouseWheelX = wheelX;
- g_mouseWheelY = wheelY;
- g_MousePressed[0] = buttonLeft;
- g_MousePressed[1] = buttonMiddle;
- g_MousePressed[2] = buttonRight;
-
- ctx->m_mouseWheelX = 0;
- ctx->m_mouseWheelY = 0;
-}
-
-void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
- uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
-{
- int scanCode = key-1;
- // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
- ImGuiIO& io = ImGui::GetIO();
- io.KeysDown[key] = down;
- io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
- io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
- io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
- io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
-
- // Add this as keyboard input
- if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
- {
- // If this key maps to a character input, apply it
- int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
- io.AddInputCharacter((unsigned short)charForKeycode);
- }
-}
-
-void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
-{
- printf("Synergy: joystick callback TODO\n");
-}
-
-void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
-{
- printf("Synergy: clipboard callback TODO\n" );
-}
-
-@interface ImGuiHelper ()
-{
- BOOL _mouseDown;
- BOOL _mouseTapped;
- CGPoint _touchPos;
-
- uSynergyContext _synergyCtx;
- dispatch_queue_t _synergyQueue;
-}
-@property (nonatomic, weak) UIView *view;
-@property (nonatomic, strong) NSString *serverName;
-
-@end
-
-@implementation ImGuiHelper
-
-- (id) initWithView: (UIView *)view
-{
- self = [super init];
- if (self)
- {
- self.view = view;
-
- [self setupImGuiHooks];
- }
- return self;
-}
-
-- (void)setupKeymaps
-{
- // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
- // but this was the best I could come up with. There are some device independent API's available
- // to convert scan codes to unicode characters, but these are only available on mac and not
- // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
- // this or any way to get the character codes out of usynergy.
- g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
- g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
- g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
- g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
- g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
- g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
- g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
- g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
- g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
- g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
- g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
- g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
- g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
- g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
- g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
- g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
- g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
- g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
- g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
- g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
- g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
- g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
- g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
- g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
- g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
- g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
- g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
- g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
- g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
- g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
- g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
- g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
- g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
- g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharUnshifted[ kVK_Space ]=' ';
-
- g_keycodeCharShifted[ kVK_ANSI_A ]='A';
- g_keycodeCharShifted[ kVK_ANSI_S ]='S';
- g_keycodeCharShifted[ kVK_ANSI_D ]='D';
- g_keycodeCharShifted[ kVK_ANSI_F ]='F';
- g_keycodeCharShifted[ kVK_ANSI_H ]='H';
- g_keycodeCharShifted[ kVK_ANSI_G ]='G';
- g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
- g_keycodeCharShifted[ kVK_ANSI_X ]='X';
- g_keycodeCharShifted[ kVK_ANSI_C ]='C';
- g_keycodeCharShifted[ kVK_ANSI_V ]='V';
- g_keycodeCharShifted[ kVK_ANSI_B ]='B';
- g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
- g_keycodeCharShifted[ kVK_ANSI_W ]='W';
- g_keycodeCharShifted[ kVK_ANSI_E ]='E';
- g_keycodeCharShifted[ kVK_ANSI_R ]='R';
- g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
- g_keycodeCharShifted[ kVK_ANSI_T ]='T';
- g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
- g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
- g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
- g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
- g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
- g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
- g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
- g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
- g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
- g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
- g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
- g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
- g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
- g_keycodeCharShifted[ kVK_ANSI_O ]='O';
- g_keycodeCharShifted[ kVK_ANSI_U ]='U';
- g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
- g_keycodeCharShifted[ kVK_ANSI_I ]='I';
- g_keycodeCharShifted[ kVK_ANSI_P ]='P';
- g_keycodeCharShifted[ kVK_ANSI_L ]='L';
- g_keycodeCharShifted[ kVK_ANSI_J ]='J';
- g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
- g_keycodeCharShifted[ kVK_ANSI_K ]='K';
- g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
- g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
- g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
- g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
- g_keycodeCharShifted[ kVK_ANSI_N ]='N';
- g_keycodeCharShifted[ kVK_ANSI_M ]='M';
- g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
- g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharShifted[ kVK_Space ]=' ';
-}
-
-- (void)setupImGuiHooks
-{
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
-
- [self setupKeymaps];
-
- // Account for retina display for glScissor
- g_displayScale = [[UIScreen mainScreen] scale];
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
-
- io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
-
- UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
- [self.view addGestureRecognizer:panRecognizer];
-
- UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
- [self.view addGestureRecognizer:tapRecoginzer];
-
- // Fill out the Synergy key map
- // (for some reason synergy scan codes are off by 1)
- io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
- io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
- io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
- io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
- io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
- io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
- io.KeyMap[ImGuiKey_End] = kVK_End+1;
- io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
- io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
- io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
- io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
- io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
- io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
- io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
- io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
- io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
- io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
- io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
- io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
-}
-
-- (void)connectServer: (NSString*)serverName
-{
- self.serverName = serverName;
- g_serverName = serverName;
-
- // Init synergy
- NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
-
- uSynergyInit( &_synergyCtx );
- _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
- _synergyCtx.m_clientWidth = self.view.bounds.size.width;
- _synergyCtx.m_clientHeight = self.view.bounds.size.height;
-
- _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
- _synergyCtx.m_sendFunc = ImGui_SendFunc;
- _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
- _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
-
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
- _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
- _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
-
- _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
-
- // Create a background thread for synergy
- _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
- dispatch_async( _synergyQueue, ^{
- while (1)
- uSynergyUpdate(&_synergyCtx);
- });
-}
-
-
-- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
-{
-
- if ((recognizer.state == UIGestureRecognizerStateBegan) ||
- (recognizer.state == UIGestureRecognizerStateChanged))
- {
- _mouseDown = YES;
- _touchPos = [recognizer locationInView:self.view];
- }
- else
- {
- _mouseDown = NO;
- _touchPos = CGPointMake( -1, -1 );
- }
-}
-
-- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
-{
- _touchPos = [recognizer locationInView:self.view];
- _mouseTapped = YES;
-}
-
-- (void)render
-{
- ImGui::Render();
-}
-
-- (void)newFrame
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- if (!g_FontTexture)
- ImGui_ImplIOS_CreateDeviceObjects();
-
- io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
-
- io.MouseDrawCursor = g_synergyPtrActive;
- if (g_synergyPtrActive)
- {
- style.TouchExtraPadding = ImVec2(0.0, 0.0);
- io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
- for (int i=0; i < 3; i++)
- io.MouseDown[i] = g_MousePressed[i];
-
- // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
- io.MouseWheel = g_mouseWheelY / 500.0;
- io.MouseWheelH = g_mouseWheelX / 500.0;
- }
- else
- {
- // Synergy not active, use touch events
- style.TouchExtraPadding = ImVec2(4.0, 4.0);
- io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
- if ((_mouseDown) || (_mouseTapped))
- {
- io.MouseDown[0] = true;
- _mouseTapped = NO;
- }
- else
- {
- io.MouseDown[0] = false;
- }
- }
-
- ImGui::NewFrame();
-}
-@end
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
- GLint last_program, last_texture;
- glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- ImDrawList* cmd_list = draw_data->CmdLists[n];
- ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- if (g_VboSize < needed_vtx_size)
- {
- // Grow our buffer if needed
- g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
- }
-
- unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
- if (!vtx_data)
- continue;
- memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)(pcmd->ClipRect.x * g_displayScale),
- (int)((height - pcmd->ClipRect.w) * g_displayScale),
- (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
- (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
- glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glBindBuffer( GL_ARRAY_BUFFER, 0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glUseProgram(last_program);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-void ImGui_ImplIOS_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplIOS_CreateDeviceObjects()
-{
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "attribute highp vec2 Position;\n"
- "attribute highp vec2 UV;\n"
- "attribute highp vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "varying highp vec2 Frag_UV;\n"
- "varying highp vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
- NSLog(@"VERTEX Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glCompileShader(g_FragHandle);
-
-#if defined(DEBUG)
- glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
- NSLog(@"FRAGMENT Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- ImGui_ImplIOS_CreateFontsTexture();
-
- return true;
-}
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
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-
-
-
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-
-
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-
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-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
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diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
deleted file mode 100644
index df2df27..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
+++ /dev/null
@@ -1,803 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// TODO:
-// - Clipboard is not supported.
-
-#import
-#import
-
-#include
-#include
-#include
-#include
-
-#include "imgui_impl_ios.h"
-#include "imgui.h"
-
-#include "uSynergy.h"
-
-// From Carbon HIToolbox/Events.h
-// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
-enum {
- kVK_ANSI_A = 0x00,
- kVK_ANSI_S = 0x01,
- kVK_ANSI_D = 0x02,
- kVK_ANSI_F = 0x03,
- kVK_ANSI_H = 0x04,
- kVK_ANSI_G = 0x05,
- kVK_ANSI_Z = 0x06,
- kVK_ANSI_X = 0x07,
- kVK_ANSI_C = 0x08,
- kVK_ANSI_V = 0x09,
- kVK_ANSI_B = 0x0B,
- kVK_ANSI_Q = 0x0C,
- kVK_ANSI_W = 0x0D,
- kVK_ANSI_E = 0x0E,
- kVK_ANSI_R = 0x0F,
- kVK_ANSI_Y = 0x10,
- kVK_ANSI_T = 0x11,
- kVK_ANSI_1 = 0x12,
- kVK_ANSI_2 = 0x13,
- kVK_ANSI_3 = 0x14,
- kVK_ANSI_4 = 0x15,
- kVK_ANSI_6 = 0x16,
- kVK_ANSI_5 = 0x17,
- kVK_ANSI_Equal = 0x18,
- kVK_ANSI_9 = 0x19,
- kVK_ANSI_7 = 0x1A,
- kVK_ANSI_Minus = 0x1B,
- kVK_ANSI_8 = 0x1C,
- kVK_ANSI_0 = 0x1D,
- kVK_ANSI_RightBracket = 0x1E,
- kVK_ANSI_O = 0x1F,
- kVK_ANSI_U = 0x20,
- kVK_ANSI_LeftBracket = 0x21,
- kVK_ANSI_I = 0x22,
- kVK_ANSI_P = 0x23,
- kVK_ANSI_L = 0x25,
- kVK_ANSI_J = 0x26,
- kVK_ANSI_Quote = 0x27,
- kVK_ANSI_K = 0x28,
- kVK_ANSI_Semicolon = 0x29,
- kVK_ANSI_Backslash = 0x2A,
- kVK_ANSI_Comma = 0x2B,
- kVK_ANSI_Slash = 0x2C,
- kVK_ANSI_N = 0x2D,
- kVK_ANSI_M = 0x2E,
- kVK_ANSI_Period = 0x2F,
- kVK_ANSI_Grave = 0x32,
- kVK_ANSI_KeypadDecimal = 0x41,
- kVK_ANSI_KeypadMultiply = 0x43,
- kVK_ANSI_KeypadPlus = 0x45,
- kVK_ANSI_KeypadClear = 0x47,
- kVK_ANSI_KeypadDivide = 0x4B,
- kVK_ANSI_KeypadEnter = 0x4C,
- kVK_ANSI_KeypadMinus = 0x4E,
- kVK_ANSI_KeypadEquals = 0x51,
- kVK_ANSI_Keypad0 = 0x52,
- kVK_ANSI_Keypad1 = 0x53,
- kVK_ANSI_Keypad2 = 0x54,
- kVK_ANSI_Keypad3 = 0x55,
- kVK_ANSI_Keypad4 = 0x56,
- kVK_ANSI_Keypad5 = 0x57,
- kVK_ANSI_Keypad6 = 0x58,
- kVK_ANSI_Keypad7 = 0x59,
- kVK_ANSI_Keypad8 = 0x5B,
- kVK_ANSI_Keypad9 = 0x5C
-};
-
-/* keycodes for keys that are independent of keyboard layout*/
-enum {
- kVK_Return = 0x24,
- kVK_Tab = 0x30,
- kVK_Space = 0x31,
- kVK_Delete = 0x33,
- kVK_Escape = 0x35,
- kVK_Command = 0x37,
- kVK_Shift = 0x38,
- kVK_CapsLock = 0x39,
- kVK_Option = 0x3A,
- kVK_Control = 0x3B,
- kVK_RightShift = 0x3C,
- kVK_RightOption = 0x3D,
- kVK_RightControl = 0x3E,
- kVK_Function = 0x3F,
- kVK_F17 = 0x40,
- kVK_VolumeUp = 0x48,
- kVK_VolumeDown = 0x49,
- kVK_Mute = 0x4A,
- kVK_F18 = 0x4F,
- kVK_F19 = 0x50,
- kVK_F20 = 0x5A,
- kVK_F5 = 0x60,
- kVK_F6 = 0x61,
- kVK_F7 = 0x62,
- kVK_F3 = 0x63,
- kVK_F8 = 0x64,
- kVK_F9 = 0x65,
- kVK_F11 = 0x67,
- kVK_F13 = 0x69,
- kVK_F16 = 0x6A,
- kVK_F14 = 0x6B,
- kVK_F10 = 0x6D,
- kVK_F12 = 0x6F,
- kVK_F15 = 0x71,
- kVK_Help = 0x72,
- kVK_Home = 0x73,
- kVK_PageUp = 0x74,
- kVK_ForwardDelete = 0x75,
- kVK_F4 = 0x76,
- kVK_End = 0x77,
- kVK_F2 = 0x78,
- kVK_PageDown = 0x79,
- kVK_F1 = 0x7A,
- kVK_LeftArrow = 0x7B,
- kVK_RightArrow = 0x7C,
- kVK_DownArrow = 0x7D,
- kVK_UpArrow = 0x7E
-};
-
-static char g_keycodeCharUnshifted[256] = {};
-static char g_keycodeCharShifted[256] = {};
-
-//static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_mouseWheelX = 0.0f;
-static float g_mouseWheelY = 0.0f;
-
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static size_t g_VboSize = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
-static float g_displayScale;
-
-static int usynergy_sockfd;
-static bool g_synergyPtrActive = false;
-static uint16_t g_mousePosX = 0;
-static uint16_t g_mousePosY = 0;
-
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
-bool ImGui_ImplIOS_CreateDeviceObjects();
-
-static NSString *g_serverName;
-
-uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
-{
- // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
- // uSynergy does not support SSL.
-
- NSLog( @"Connect Func!");
- struct addrinfo hints, *res;
-
- // first, load up address structs with getaddrinfo():
- memset(&hints, 0, sizeof hints);
- hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
- hints.ai_socktype = SOCK_STREAM;
-
- // get server address
- getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
-
- if (!res)
- {
- NSLog( @"Could not find server: %@", g_serverName );
- return USYNERGY_FALSE;
- }
-
- // make a socket:
- usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
-
- // connect it to the address and port we passed in to getaddrinfo():
- int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
- if (!ret) {
- NSLog( @"Connect succeeded...");
- } else {
- NSLog( @"Connect failed, %d", ret );
- }
-
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
-{
-// NSLog( @"Send Func" );
- send( usynergy_sockfd, buffer, length, 0 );
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
-{
- *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
-
- return USYNERGY_TRUE;
-}
-
-void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
-{
- usleep( timeMs * 1000 );
-}
-
-uint32_t ImGui_GetTimeFunc()
-{
- struct timeval tv;
- gettimeofday(&tv, NULL);
-
- return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
-}
-
-void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
-{
- puts(text);
-}
-
-void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
-{
- g_synergyPtrActive = active;
-// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
-}
-
-void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
- uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
-{
-// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
- uSynergyContext *ctx = (uSynergyContext*)cookie;
- g_mousePosX = x;
- g_mousePosY = y;
- g_mouseWheelX = wheelX;
- g_mouseWheelY = wheelY;
- g_MousePressed[0] = buttonLeft;
- g_MousePressed[1] = buttonMiddle;
- g_MousePressed[2] = buttonRight;
-
- ctx->m_mouseWheelX = 0;
- ctx->m_mouseWheelY = 0;
-}
-
-void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
- uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
-{
- int scanCode = key-1;
- // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
- ImGuiIO& io = ImGui::GetIO();
- io.KeysDown[key] = down;
- io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
- io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
- io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
- io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
-
- // Add this as keyboard input
- if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
- {
- // If this key maps to a character input, apply it
- int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
- io.AddInputCharacter((unsigned short)charForKeycode);
- }
-}
-
-void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
-{
- printf("Synergy: joystick callback TODO\n");
-}
-
-void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
-{
- printf("Synergy: clipboard callback TODO\n" );
-}
-
-@interface ImGuiHelper ()
-{
- BOOL _mouseDown;
- BOOL _mouseTapped;
- CGPoint _touchPos;
-
- uSynergyContext _synergyCtx;
- dispatch_queue_t _synergyQueue;
-}
-@property (nonatomic, weak) UIView *view;
-@property (nonatomic, strong) NSString *serverName;
-
-@end
-
-@implementation ImGuiHelper
-
-- (id) initWithView: (UIView *)view
-{
- self = [super init];
- if (self)
- {
- self.view = view;
-
- [self setupImGuiHooks];
- }
- return self;
-}
-
-- (void)setupKeymaps
-{
- // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
- // but this was the best I could come up with. There are some device independent API's available
- // to convert scan codes to unicode characters, but these are only available on mac and not
- // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
- // this or any way to get the character codes out of usynergy.
- g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
- g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
- g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
- g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
- g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
- g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
- g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
- g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
- g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
- g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
- g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
- g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
- g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
- g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
- g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
- g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
- g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
- g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
- g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
- g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
- g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
- g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
- g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
- g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
- g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
- g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
- g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
- g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
- g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
- g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
- g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
- g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
- g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
- g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharUnshifted[ kVK_Space ]=' ';
-
- g_keycodeCharShifted[ kVK_ANSI_A ]='A';
- g_keycodeCharShifted[ kVK_ANSI_S ]='S';
- g_keycodeCharShifted[ kVK_ANSI_D ]='D';
- g_keycodeCharShifted[ kVK_ANSI_F ]='F';
- g_keycodeCharShifted[ kVK_ANSI_H ]='H';
- g_keycodeCharShifted[ kVK_ANSI_G ]='G';
- g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
- g_keycodeCharShifted[ kVK_ANSI_X ]='X';
- g_keycodeCharShifted[ kVK_ANSI_C ]='C';
- g_keycodeCharShifted[ kVK_ANSI_V ]='V';
- g_keycodeCharShifted[ kVK_ANSI_B ]='B';
- g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
- g_keycodeCharShifted[ kVK_ANSI_W ]='W';
- g_keycodeCharShifted[ kVK_ANSI_E ]='E';
- g_keycodeCharShifted[ kVK_ANSI_R ]='R';
- g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
- g_keycodeCharShifted[ kVK_ANSI_T ]='T';
- g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
- g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
- g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
- g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
- g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
- g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
- g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
- g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
- g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
- g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
- g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
- g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
- g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
- g_keycodeCharShifted[ kVK_ANSI_O ]='O';
- g_keycodeCharShifted[ kVK_ANSI_U ]='U';
- g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
- g_keycodeCharShifted[ kVK_ANSI_I ]='I';
- g_keycodeCharShifted[ kVK_ANSI_P ]='P';
- g_keycodeCharShifted[ kVK_ANSI_L ]='L';
- g_keycodeCharShifted[ kVK_ANSI_J ]='J';
- g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
- g_keycodeCharShifted[ kVK_ANSI_K ]='K';
- g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
- g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
- g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
- g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
- g_keycodeCharShifted[ kVK_ANSI_N ]='N';
- g_keycodeCharShifted[ kVK_ANSI_M ]='M';
- g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
- g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharShifted[ kVK_Space ]=' ';
-}
-
-- (void)setupImGuiHooks
-{
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
-
- [self setupKeymaps];
-
- // Account for retina display for glScissor
- g_displayScale = [[UIScreen mainScreen] scale];
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
-
- io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
-
- UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
- [self.view addGestureRecognizer:panRecognizer];
-
- UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
- [self.view addGestureRecognizer:tapRecoginzer];
-
- // Fill out the Synergy key map
- // (for some reason synergy scan codes are off by 1)
- io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
- io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
- io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
- io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
- io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
- io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
- io.KeyMap[ImGuiKey_End] = kVK_End+1;
- io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
- io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
- io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
- io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
- io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
- io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
- io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
- io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
- io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
- io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
- io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
- io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
-}
-
-- (void)connectServer: (NSString*)serverName
-{
- self.serverName = serverName;
- g_serverName = serverName;
-
- // Init synergy
- NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
-
- uSynergyInit( &_synergyCtx );
- _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
- _synergyCtx.m_clientWidth = self.view.bounds.size.width;
- _synergyCtx.m_clientHeight = self.view.bounds.size.height;
-
- _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
- _synergyCtx.m_sendFunc = ImGui_SendFunc;
- _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
- _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
-
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
- _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
- _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
-
- _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
-
- // Create a background thread for synergy
- _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
- dispatch_async( _synergyQueue, ^{
- while (1)
- uSynergyUpdate(&_synergyCtx);
- });
-}
-
-
-- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
-{
-
- if ((recognizer.state == UIGestureRecognizerStateBegan) ||
- (recognizer.state == UIGestureRecognizerStateChanged))
- {
- _mouseDown = YES;
- _touchPos = [recognizer locationInView:self.view];
- }
- else
- {
- _mouseDown = NO;
- _touchPos = CGPointMake( -1, -1 );
- }
-}
-
-- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
-{
- _touchPos = [recognizer locationInView:self.view];
- _mouseTapped = YES;
-}
-
-- (void)render
-{
- ImGui::Render();
-}
-
-- (void)newFrame
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- if (!g_FontTexture)
- ImGui_ImplIOS_CreateDeviceObjects();
-
- io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
-
- io.MouseDrawCursor = g_synergyPtrActive;
- if (g_synergyPtrActive)
- {
- style.TouchExtraPadding = ImVec2(0.0, 0.0);
- io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
- for (int i=0; i < 3; i++)
- io.MouseDown[i] = g_MousePressed[i];
-
- // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
- io.MouseWheel = g_mouseWheelY / 500.0;
- io.MouseWheelH = g_mouseWheelX / 500.0;
- }
- else
- {
- // Synergy not active, use touch events
- style.TouchExtraPadding = ImVec2(4.0, 4.0);
- io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
- if ((_mouseDown) || (_mouseTapped))
- {
- io.MouseDown[0] = true;
- _mouseTapped = NO;
- }
- else
- {
- io.MouseDown[0] = false;
- }
- }
-
- ImGui::NewFrame();
-}
-@end
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
- GLint last_program, last_texture;
- glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- ImDrawList* cmd_list = draw_data->CmdLists[n];
- ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- if (g_VboSize < needed_vtx_size)
- {
- // Grow our buffer if needed
- g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
- }
-
- unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
- if (!vtx_data)
- continue;
- memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)(pcmd->ClipRect.x * g_displayScale),
- (int)((height - pcmd->ClipRect.w) * g_displayScale),
- (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
- (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
- glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glBindBuffer( GL_ARRAY_BUFFER, 0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glUseProgram(last_program);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-void ImGui_ImplIOS_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplIOS_CreateDeviceObjects()
-{
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "attribute highp vec2 Position;\n"
- "attribute highp vec2 UV;\n"
- "attribute highp vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "varying highp vec2 Frag_UV;\n"
- "varying highp vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
- NSLog(@"VERTEX Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glCompileShader(g_FragHandle);
-
-#if defined(DEBUG)
- glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
- NSLog(@"FRAGMENT Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- ImGui_ImplIOS_CreateFontsTexture();
-
- return true;
-}
diff --git a/examples/example_apple/imguiex-ios/main.m b/examples/example_apple/imguiex-ios/main.m
deleted file mode 100644
index faba099..0000000
--- a/examples/example_apple/imguiex-ios/main.m
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// main.m
-// imguiex
-//
-
-#import
-#import "AppDelegate.h"
-
-int main(int argc, char * argv[]) {
- @autoreleasepool {
- return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- }
-}
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
deleted file mode 100644
index df2df27..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
+++ /dev/null
@@ -1,803 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// TODO:
-// - Clipboard is not supported.
-
-#import
-#import
-
-#include
-#include
-#include
-#include
-
-#include "imgui_impl_ios.h"
-#include "imgui.h"
-
-#include "uSynergy.h"
-
-// From Carbon HIToolbox/Events.h
-// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
-enum {
- kVK_ANSI_A = 0x00,
- kVK_ANSI_S = 0x01,
- kVK_ANSI_D = 0x02,
- kVK_ANSI_F = 0x03,
- kVK_ANSI_H = 0x04,
- kVK_ANSI_G = 0x05,
- kVK_ANSI_Z = 0x06,
- kVK_ANSI_X = 0x07,
- kVK_ANSI_C = 0x08,
- kVK_ANSI_V = 0x09,
- kVK_ANSI_B = 0x0B,
- kVK_ANSI_Q = 0x0C,
- kVK_ANSI_W = 0x0D,
- kVK_ANSI_E = 0x0E,
- kVK_ANSI_R = 0x0F,
- kVK_ANSI_Y = 0x10,
- kVK_ANSI_T = 0x11,
- kVK_ANSI_1 = 0x12,
- kVK_ANSI_2 = 0x13,
- kVK_ANSI_3 = 0x14,
- kVK_ANSI_4 = 0x15,
- kVK_ANSI_6 = 0x16,
- kVK_ANSI_5 = 0x17,
- kVK_ANSI_Equal = 0x18,
- kVK_ANSI_9 = 0x19,
- kVK_ANSI_7 = 0x1A,
- kVK_ANSI_Minus = 0x1B,
- kVK_ANSI_8 = 0x1C,
- kVK_ANSI_0 = 0x1D,
- kVK_ANSI_RightBracket = 0x1E,
- kVK_ANSI_O = 0x1F,
- kVK_ANSI_U = 0x20,
- kVK_ANSI_LeftBracket = 0x21,
- kVK_ANSI_I = 0x22,
- kVK_ANSI_P = 0x23,
- kVK_ANSI_L = 0x25,
- kVK_ANSI_J = 0x26,
- kVK_ANSI_Quote = 0x27,
- kVK_ANSI_K = 0x28,
- kVK_ANSI_Semicolon = 0x29,
- kVK_ANSI_Backslash = 0x2A,
- kVK_ANSI_Comma = 0x2B,
- kVK_ANSI_Slash = 0x2C,
- kVK_ANSI_N = 0x2D,
- kVK_ANSI_M = 0x2E,
- kVK_ANSI_Period = 0x2F,
- kVK_ANSI_Grave = 0x32,
- kVK_ANSI_KeypadDecimal = 0x41,
- kVK_ANSI_KeypadMultiply = 0x43,
- kVK_ANSI_KeypadPlus = 0x45,
- kVK_ANSI_KeypadClear = 0x47,
- kVK_ANSI_KeypadDivide = 0x4B,
- kVK_ANSI_KeypadEnter = 0x4C,
- kVK_ANSI_KeypadMinus = 0x4E,
- kVK_ANSI_KeypadEquals = 0x51,
- kVK_ANSI_Keypad0 = 0x52,
- kVK_ANSI_Keypad1 = 0x53,
- kVK_ANSI_Keypad2 = 0x54,
- kVK_ANSI_Keypad3 = 0x55,
- kVK_ANSI_Keypad4 = 0x56,
- kVK_ANSI_Keypad5 = 0x57,
- kVK_ANSI_Keypad6 = 0x58,
- kVK_ANSI_Keypad7 = 0x59,
- kVK_ANSI_Keypad8 = 0x5B,
- kVK_ANSI_Keypad9 = 0x5C
-};
-
-/* keycodes for keys that are independent of keyboard layout*/
-enum {
- kVK_Return = 0x24,
- kVK_Tab = 0x30,
- kVK_Space = 0x31,
- kVK_Delete = 0x33,
- kVK_Escape = 0x35,
- kVK_Command = 0x37,
- kVK_Shift = 0x38,
- kVK_CapsLock = 0x39,
- kVK_Option = 0x3A,
- kVK_Control = 0x3B,
- kVK_RightShift = 0x3C,
- kVK_RightOption = 0x3D,
- kVK_RightControl = 0x3E,
- kVK_Function = 0x3F,
- kVK_F17 = 0x40,
- kVK_VolumeUp = 0x48,
- kVK_VolumeDown = 0x49,
- kVK_Mute = 0x4A,
- kVK_F18 = 0x4F,
- kVK_F19 = 0x50,
- kVK_F20 = 0x5A,
- kVK_F5 = 0x60,
- kVK_F6 = 0x61,
- kVK_F7 = 0x62,
- kVK_F3 = 0x63,
- kVK_F8 = 0x64,
- kVK_F9 = 0x65,
- kVK_F11 = 0x67,
- kVK_F13 = 0x69,
- kVK_F16 = 0x6A,
- kVK_F14 = 0x6B,
- kVK_F10 = 0x6D,
- kVK_F12 = 0x6F,
- kVK_F15 = 0x71,
- kVK_Help = 0x72,
- kVK_Home = 0x73,
- kVK_PageUp = 0x74,
- kVK_ForwardDelete = 0x75,
- kVK_F4 = 0x76,
- kVK_End = 0x77,
- kVK_F2 = 0x78,
- kVK_PageDown = 0x79,
- kVK_F1 = 0x7A,
- kVK_LeftArrow = 0x7B,
- kVK_RightArrow = 0x7C,
- kVK_DownArrow = 0x7D,
- kVK_UpArrow = 0x7E
-};
-
-static char g_keycodeCharUnshifted[256] = {};
-static char g_keycodeCharShifted[256] = {};
-
-//static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_mouseWheelX = 0.0f;
-static float g_mouseWheelY = 0.0f;
-
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static size_t g_VboSize = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
-static float g_displayScale;
-
-static int usynergy_sockfd;
-static bool g_synergyPtrActive = false;
-static uint16_t g_mousePosX = 0;
-static uint16_t g_mousePosY = 0;
-
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
-bool ImGui_ImplIOS_CreateDeviceObjects();
-
-static NSString *g_serverName;
-
-uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
-{
- // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
- // uSynergy does not support SSL.
-
- NSLog( @"Connect Func!");
- struct addrinfo hints, *res;
-
- // first, load up address structs with getaddrinfo():
- memset(&hints, 0, sizeof hints);
- hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
- hints.ai_socktype = SOCK_STREAM;
-
- // get server address
- getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
-
- if (!res)
- {
- NSLog( @"Could not find server: %@", g_serverName );
- return USYNERGY_FALSE;
- }
-
- // make a socket:
- usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
-
- // connect it to the address and port we passed in to getaddrinfo():
- int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
- if (!ret) {
- NSLog( @"Connect succeeded...");
- } else {
- NSLog( @"Connect failed, %d", ret );
- }
-
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
-{
-// NSLog( @"Send Func" );
- send( usynergy_sockfd, buffer, length, 0 );
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
-{
- *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
-
- return USYNERGY_TRUE;
-}
-
-void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
-{
- usleep( timeMs * 1000 );
-}
-
-uint32_t ImGui_GetTimeFunc()
-{
- struct timeval tv;
- gettimeofday(&tv, NULL);
-
- return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
-}
-
-void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
-{
- puts(text);
-}
-
-void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
-{
- g_synergyPtrActive = active;
-// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
-}
-
-void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
- uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
-{
-// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
- uSynergyContext *ctx = (uSynergyContext*)cookie;
- g_mousePosX = x;
- g_mousePosY = y;
- g_mouseWheelX = wheelX;
- g_mouseWheelY = wheelY;
- g_MousePressed[0] = buttonLeft;
- g_MousePressed[1] = buttonMiddle;
- g_MousePressed[2] = buttonRight;
-
- ctx->m_mouseWheelX = 0;
- ctx->m_mouseWheelY = 0;
-}
-
-void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
- uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
-{
- int scanCode = key-1;
- // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
- ImGuiIO& io = ImGui::GetIO();
- io.KeysDown[key] = down;
- io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
- io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
- io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
- io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
-
- // Add this as keyboard input
- if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
- {
- // If this key maps to a character input, apply it
- int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
- io.AddInputCharacter((unsigned short)charForKeycode);
- }
-}
-
-void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
-{
- printf("Synergy: joystick callback TODO\n");
-}
-
-void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
-{
- printf("Synergy: clipboard callback TODO\n" );
-}
-
-@interface ImGuiHelper ()
-{
- BOOL _mouseDown;
- BOOL _mouseTapped;
- CGPoint _touchPos;
-
- uSynergyContext _synergyCtx;
- dispatch_queue_t _synergyQueue;
-}
-@property (nonatomic, weak) UIView *view;
-@property (nonatomic, strong) NSString *serverName;
-
-@end
-
-@implementation ImGuiHelper
-
-- (id) initWithView: (UIView *)view
-{
- self = [super init];
- if (self)
- {
- self.view = view;
-
- [self setupImGuiHooks];
- }
- return self;
-}
-
-- (void)setupKeymaps
-{
- // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
- // but this was the best I could come up with. There are some device independent API's available
- // to convert scan codes to unicode characters, but these are only available on mac and not
- // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
- // this or any way to get the character codes out of usynergy.
- g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
- g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
- g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
- g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
- g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
- g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
- g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
- g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
- g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
- g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
- g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
- g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
- g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
- g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
- g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
- g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
- g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
- g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
- g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
- g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
- g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
- g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
- g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
- g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
- g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
- g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
- g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
- g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
- g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
- g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
- g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
- g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
- g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
- g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharUnshifted[ kVK_Space ]=' ';
-
- g_keycodeCharShifted[ kVK_ANSI_A ]='A';
- g_keycodeCharShifted[ kVK_ANSI_S ]='S';
- g_keycodeCharShifted[ kVK_ANSI_D ]='D';
- g_keycodeCharShifted[ kVK_ANSI_F ]='F';
- g_keycodeCharShifted[ kVK_ANSI_H ]='H';
- g_keycodeCharShifted[ kVK_ANSI_G ]='G';
- g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
- g_keycodeCharShifted[ kVK_ANSI_X ]='X';
- g_keycodeCharShifted[ kVK_ANSI_C ]='C';
- g_keycodeCharShifted[ kVK_ANSI_V ]='V';
- g_keycodeCharShifted[ kVK_ANSI_B ]='B';
- g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
- g_keycodeCharShifted[ kVK_ANSI_W ]='W';
- g_keycodeCharShifted[ kVK_ANSI_E ]='E';
- g_keycodeCharShifted[ kVK_ANSI_R ]='R';
- g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
- g_keycodeCharShifted[ kVK_ANSI_T ]='T';
- g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
- g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
- g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
- g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
- g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
- g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
- g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
- g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
- g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
- g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
- g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
- g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
- g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
- g_keycodeCharShifted[ kVK_ANSI_O ]='O';
- g_keycodeCharShifted[ kVK_ANSI_U ]='U';
- g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
- g_keycodeCharShifted[ kVK_ANSI_I ]='I';
- g_keycodeCharShifted[ kVK_ANSI_P ]='P';
- g_keycodeCharShifted[ kVK_ANSI_L ]='L';
- g_keycodeCharShifted[ kVK_ANSI_J ]='J';
- g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
- g_keycodeCharShifted[ kVK_ANSI_K ]='K';
- g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
- g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
- g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
- g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
- g_keycodeCharShifted[ kVK_ANSI_N ]='N';
- g_keycodeCharShifted[ kVK_ANSI_M ]='M';
- g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
- g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharShifted[ kVK_Space ]=' ';
-}
-
-- (void)setupImGuiHooks
-{
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
-
- [self setupKeymaps];
-
- // Account for retina display for glScissor
- g_displayScale = [[UIScreen mainScreen] scale];
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
-
- io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
-
- UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
- [self.view addGestureRecognizer:panRecognizer];
-
- UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
- [self.view addGestureRecognizer:tapRecoginzer];
-
- // Fill out the Synergy key map
- // (for some reason synergy scan codes are off by 1)
- io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
- io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
- io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
- io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
- io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
- io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
- io.KeyMap[ImGuiKey_End] = kVK_End+1;
- io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
- io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
- io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
- io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
- io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
- io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
- io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
- io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
- io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
- io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
- io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
- io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
-}
-
-- (void)connectServer: (NSString*)serverName
-{
- self.serverName = serverName;
- g_serverName = serverName;
-
- // Init synergy
- NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
-
- uSynergyInit( &_synergyCtx );
- _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
- _synergyCtx.m_clientWidth = self.view.bounds.size.width;
- _synergyCtx.m_clientHeight = self.view.bounds.size.height;
-
- _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
- _synergyCtx.m_sendFunc = ImGui_SendFunc;
- _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
- _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
-
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
- _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
- _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
-
- _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
-
- // Create a background thread for synergy
- _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
- dispatch_async( _synergyQueue, ^{
- while (1)
- uSynergyUpdate(&_synergyCtx);
- });
-}
-
-
-- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
-{
-
- if ((recognizer.state == UIGestureRecognizerStateBegan) ||
- (recognizer.state == UIGestureRecognizerStateChanged))
- {
- _mouseDown = YES;
- _touchPos = [recognizer locationInView:self.view];
- }
- else
- {
- _mouseDown = NO;
- _touchPos = CGPointMake( -1, -1 );
- }
-}
-
-- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
-{
- _touchPos = [recognizer locationInView:self.view];
- _mouseTapped = YES;
-}
-
-- (void)render
-{
- ImGui::Render();
-}
-
-- (void)newFrame
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- if (!g_FontTexture)
- ImGui_ImplIOS_CreateDeviceObjects();
-
- io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
-
- io.MouseDrawCursor = g_synergyPtrActive;
- if (g_synergyPtrActive)
- {
- style.TouchExtraPadding = ImVec2(0.0, 0.0);
- io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
- for (int i=0; i < 3; i++)
- io.MouseDown[i] = g_MousePressed[i];
-
- // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
- io.MouseWheel = g_mouseWheelY / 500.0;
- io.MouseWheelH = g_mouseWheelX / 500.0;
- }
- else
- {
- // Synergy not active, use touch events
- style.TouchExtraPadding = ImVec2(4.0, 4.0);
- io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
- if ((_mouseDown) || (_mouseTapped))
- {
- io.MouseDown[0] = true;
- _mouseTapped = NO;
- }
- else
- {
- io.MouseDown[0] = false;
- }
- }
-
- ImGui::NewFrame();
-}
-@end
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
- GLint last_program, last_texture;
- glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- ImDrawList* cmd_list = draw_data->CmdLists[n];
- ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- if (g_VboSize < needed_vtx_size)
- {
- // Grow our buffer if needed
- g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
- }
-
- unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
- if (!vtx_data)
- continue;
- memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)(pcmd->ClipRect.x * g_displayScale),
- (int)((height - pcmd->ClipRect.w) * g_displayScale),
- (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
- (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
- glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glBindBuffer( GL_ARRAY_BUFFER, 0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glUseProgram(last_program);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-void ImGui_ImplIOS_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplIOS_CreateDeviceObjects()
-{
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "attribute highp vec2 Position;\n"
- "attribute highp vec2 UV;\n"
- "attribute highp vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "varying highp vec2 Frag_UV;\n"
- "varying highp vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
- NSLog(@"VERTEX Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glCompileShader(g_FragHandle);
-
-#if defined(DEBUG)
- glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
- NSLog(@"FRAGMENT Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- ImGui_ImplIOS_CreateFontsTexture();
-
- return true;
-}
diff --git a/examples/example_apple/imguiex-ios/main.m b/examples/example_apple/imguiex-ios/main.m
deleted file mode 100644
index faba099..0000000
--- a/examples/example_apple/imguiex-ios/main.m
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// main.m
-// imguiex
-//
-
-#import
-#import "AppDelegate.h"
-
-int main(int argc, char * argv[]) {
- @autoreleasepool {
- return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- }
-}
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.h b/examples/example_apple/imguiex-osx/AppDelegate.h
deleted file mode 100644
index 33d199b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.h
+++ /dev/null
@@ -1,15 +0,0 @@
-//
-// AppDelegate.h
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import
-
-@interface AppDelegate : NSObject
-
-
-@end
-
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
deleted file mode 100644
index df2df27..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
+++ /dev/null
@@ -1,803 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// TODO:
-// - Clipboard is not supported.
-
-#import
-#import
-
-#include
-#include
-#include
-#include
-
-#include "imgui_impl_ios.h"
-#include "imgui.h"
-
-#include "uSynergy.h"
-
-// From Carbon HIToolbox/Events.h
-// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
-enum {
- kVK_ANSI_A = 0x00,
- kVK_ANSI_S = 0x01,
- kVK_ANSI_D = 0x02,
- kVK_ANSI_F = 0x03,
- kVK_ANSI_H = 0x04,
- kVK_ANSI_G = 0x05,
- kVK_ANSI_Z = 0x06,
- kVK_ANSI_X = 0x07,
- kVK_ANSI_C = 0x08,
- kVK_ANSI_V = 0x09,
- kVK_ANSI_B = 0x0B,
- kVK_ANSI_Q = 0x0C,
- kVK_ANSI_W = 0x0D,
- kVK_ANSI_E = 0x0E,
- kVK_ANSI_R = 0x0F,
- kVK_ANSI_Y = 0x10,
- kVK_ANSI_T = 0x11,
- kVK_ANSI_1 = 0x12,
- kVK_ANSI_2 = 0x13,
- kVK_ANSI_3 = 0x14,
- kVK_ANSI_4 = 0x15,
- kVK_ANSI_6 = 0x16,
- kVK_ANSI_5 = 0x17,
- kVK_ANSI_Equal = 0x18,
- kVK_ANSI_9 = 0x19,
- kVK_ANSI_7 = 0x1A,
- kVK_ANSI_Minus = 0x1B,
- kVK_ANSI_8 = 0x1C,
- kVK_ANSI_0 = 0x1D,
- kVK_ANSI_RightBracket = 0x1E,
- kVK_ANSI_O = 0x1F,
- kVK_ANSI_U = 0x20,
- kVK_ANSI_LeftBracket = 0x21,
- kVK_ANSI_I = 0x22,
- kVK_ANSI_P = 0x23,
- kVK_ANSI_L = 0x25,
- kVK_ANSI_J = 0x26,
- kVK_ANSI_Quote = 0x27,
- kVK_ANSI_K = 0x28,
- kVK_ANSI_Semicolon = 0x29,
- kVK_ANSI_Backslash = 0x2A,
- kVK_ANSI_Comma = 0x2B,
- kVK_ANSI_Slash = 0x2C,
- kVK_ANSI_N = 0x2D,
- kVK_ANSI_M = 0x2E,
- kVK_ANSI_Period = 0x2F,
- kVK_ANSI_Grave = 0x32,
- kVK_ANSI_KeypadDecimal = 0x41,
- kVK_ANSI_KeypadMultiply = 0x43,
- kVK_ANSI_KeypadPlus = 0x45,
- kVK_ANSI_KeypadClear = 0x47,
- kVK_ANSI_KeypadDivide = 0x4B,
- kVK_ANSI_KeypadEnter = 0x4C,
- kVK_ANSI_KeypadMinus = 0x4E,
- kVK_ANSI_KeypadEquals = 0x51,
- kVK_ANSI_Keypad0 = 0x52,
- kVK_ANSI_Keypad1 = 0x53,
- kVK_ANSI_Keypad2 = 0x54,
- kVK_ANSI_Keypad3 = 0x55,
- kVK_ANSI_Keypad4 = 0x56,
- kVK_ANSI_Keypad5 = 0x57,
- kVK_ANSI_Keypad6 = 0x58,
- kVK_ANSI_Keypad7 = 0x59,
- kVK_ANSI_Keypad8 = 0x5B,
- kVK_ANSI_Keypad9 = 0x5C
-};
-
-/* keycodes for keys that are independent of keyboard layout*/
-enum {
- kVK_Return = 0x24,
- kVK_Tab = 0x30,
- kVK_Space = 0x31,
- kVK_Delete = 0x33,
- kVK_Escape = 0x35,
- kVK_Command = 0x37,
- kVK_Shift = 0x38,
- kVK_CapsLock = 0x39,
- kVK_Option = 0x3A,
- kVK_Control = 0x3B,
- kVK_RightShift = 0x3C,
- kVK_RightOption = 0x3D,
- kVK_RightControl = 0x3E,
- kVK_Function = 0x3F,
- kVK_F17 = 0x40,
- kVK_VolumeUp = 0x48,
- kVK_VolumeDown = 0x49,
- kVK_Mute = 0x4A,
- kVK_F18 = 0x4F,
- kVK_F19 = 0x50,
- kVK_F20 = 0x5A,
- kVK_F5 = 0x60,
- kVK_F6 = 0x61,
- kVK_F7 = 0x62,
- kVK_F3 = 0x63,
- kVK_F8 = 0x64,
- kVK_F9 = 0x65,
- kVK_F11 = 0x67,
- kVK_F13 = 0x69,
- kVK_F16 = 0x6A,
- kVK_F14 = 0x6B,
- kVK_F10 = 0x6D,
- kVK_F12 = 0x6F,
- kVK_F15 = 0x71,
- kVK_Help = 0x72,
- kVK_Home = 0x73,
- kVK_PageUp = 0x74,
- kVK_ForwardDelete = 0x75,
- kVK_F4 = 0x76,
- kVK_End = 0x77,
- kVK_F2 = 0x78,
- kVK_PageDown = 0x79,
- kVK_F1 = 0x7A,
- kVK_LeftArrow = 0x7B,
- kVK_RightArrow = 0x7C,
- kVK_DownArrow = 0x7D,
- kVK_UpArrow = 0x7E
-};
-
-static char g_keycodeCharUnshifted[256] = {};
-static char g_keycodeCharShifted[256] = {};
-
-//static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_mouseWheelX = 0.0f;
-static float g_mouseWheelY = 0.0f;
-
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static size_t g_VboSize = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
-static float g_displayScale;
-
-static int usynergy_sockfd;
-static bool g_synergyPtrActive = false;
-static uint16_t g_mousePosX = 0;
-static uint16_t g_mousePosY = 0;
-
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
-bool ImGui_ImplIOS_CreateDeviceObjects();
-
-static NSString *g_serverName;
-
-uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
-{
- // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
- // uSynergy does not support SSL.
-
- NSLog( @"Connect Func!");
- struct addrinfo hints, *res;
-
- // first, load up address structs with getaddrinfo():
- memset(&hints, 0, sizeof hints);
- hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
- hints.ai_socktype = SOCK_STREAM;
-
- // get server address
- getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
-
- if (!res)
- {
- NSLog( @"Could not find server: %@", g_serverName );
- return USYNERGY_FALSE;
- }
-
- // make a socket:
- usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
-
- // connect it to the address and port we passed in to getaddrinfo():
- int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
- if (!ret) {
- NSLog( @"Connect succeeded...");
- } else {
- NSLog( @"Connect failed, %d", ret );
- }
-
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
-{
-// NSLog( @"Send Func" );
- send( usynergy_sockfd, buffer, length, 0 );
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
-{
- *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
-
- return USYNERGY_TRUE;
-}
-
-void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
-{
- usleep( timeMs * 1000 );
-}
-
-uint32_t ImGui_GetTimeFunc()
-{
- struct timeval tv;
- gettimeofday(&tv, NULL);
-
- return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
-}
-
-void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
-{
- puts(text);
-}
-
-void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
-{
- g_synergyPtrActive = active;
-// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
-}
-
-void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
- uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
-{
-// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
- uSynergyContext *ctx = (uSynergyContext*)cookie;
- g_mousePosX = x;
- g_mousePosY = y;
- g_mouseWheelX = wheelX;
- g_mouseWheelY = wheelY;
- g_MousePressed[0] = buttonLeft;
- g_MousePressed[1] = buttonMiddle;
- g_MousePressed[2] = buttonRight;
-
- ctx->m_mouseWheelX = 0;
- ctx->m_mouseWheelY = 0;
-}
-
-void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
- uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
-{
- int scanCode = key-1;
- // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
- ImGuiIO& io = ImGui::GetIO();
- io.KeysDown[key] = down;
- io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
- io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
- io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
- io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
-
- // Add this as keyboard input
- if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
- {
- // If this key maps to a character input, apply it
- int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
- io.AddInputCharacter((unsigned short)charForKeycode);
- }
-}
-
-void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
-{
- printf("Synergy: joystick callback TODO\n");
-}
-
-void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
-{
- printf("Synergy: clipboard callback TODO\n" );
-}
-
-@interface ImGuiHelper ()
-{
- BOOL _mouseDown;
- BOOL _mouseTapped;
- CGPoint _touchPos;
-
- uSynergyContext _synergyCtx;
- dispatch_queue_t _synergyQueue;
-}
-@property (nonatomic, weak) UIView *view;
-@property (nonatomic, strong) NSString *serverName;
-
-@end
-
-@implementation ImGuiHelper
-
-- (id) initWithView: (UIView *)view
-{
- self = [super init];
- if (self)
- {
- self.view = view;
-
- [self setupImGuiHooks];
- }
- return self;
-}
-
-- (void)setupKeymaps
-{
- // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
- // but this was the best I could come up with. There are some device independent API's available
- // to convert scan codes to unicode characters, but these are only available on mac and not
- // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
- // this or any way to get the character codes out of usynergy.
- g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
- g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
- g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
- g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
- g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
- g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
- g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
- g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
- g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
- g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
- g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
- g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
- g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
- g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
- g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
- g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
- g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
- g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
- g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
- g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
- g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
- g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
- g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
- g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
- g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
- g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
- g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
- g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
- g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
- g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
- g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
- g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
- g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
- g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharUnshifted[ kVK_Space ]=' ';
-
- g_keycodeCharShifted[ kVK_ANSI_A ]='A';
- g_keycodeCharShifted[ kVK_ANSI_S ]='S';
- g_keycodeCharShifted[ kVK_ANSI_D ]='D';
- g_keycodeCharShifted[ kVK_ANSI_F ]='F';
- g_keycodeCharShifted[ kVK_ANSI_H ]='H';
- g_keycodeCharShifted[ kVK_ANSI_G ]='G';
- g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
- g_keycodeCharShifted[ kVK_ANSI_X ]='X';
- g_keycodeCharShifted[ kVK_ANSI_C ]='C';
- g_keycodeCharShifted[ kVK_ANSI_V ]='V';
- g_keycodeCharShifted[ kVK_ANSI_B ]='B';
- g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
- g_keycodeCharShifted[ kVK_ANSI_W ]='W';
- g_keycodeCharShifted[ kVK_ANSI_E ]='E';
- g_keycodeCharShifted[ kVK_ANSI_R ]='R';
- g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
- g_keycodeCharShifted[ kVK_ANSI_T ]='T';
- g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
- g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
- g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
- g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
- g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
- g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
- g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
- g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
- g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
- g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
- g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
- g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
- g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
- g_keycodeCharShifted[ kVK_ANSI_O ]='O';
- g_keycodeCharShifted[ kVK_ANSI_U ]='U';
- g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
- g_keycodeCharShifted[ kVK_ANSI_I ]='I';
- g_keycodeCharShifted[ kVK_ANSI_P ]='P';
- g_keycodeCharShifted[ kVK_ANSI_L ]='L';
- g_keycodeCharShifted[ kVK_ANSI_J ]='J';
- g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
- g_keycodeCharShifted[ kVK_ANSI_K ]='K';
- g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
- g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
- g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
- g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
- g_keycodeCharShifted[ kVK_ANSI_N ]='N';
- g_keycodeCharShifted[ kVK_ANSI_M ]='M';
- g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
- g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharShifted[ kVK_Space ]=' ';
-}
-
-- (void)setupImGuiHooks
-{
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
-
- [self setupKeymaps];
-
- // Account for retina display for glScissor
- g_displayScale = [[UIScreen mainScreen] scale];
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
-
- io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
-
- UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
- [self.view addGestureRecognizer:panRecognizer];
-
- UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
- [self.view addGestureRecognizer:tapRecoginzer];
-
- // Fill out the Synergy key map
- // (for some reason synergy scan codes are off by 1)
- io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
- io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
- io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
- io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
- io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
- io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
- io.KeyMap[ImGuiKey_End] = kVK_End+1;
- io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
- io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
- io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
- io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
- io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
- io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
- io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
- io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
- io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
- io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
- io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
- io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
-}
-
-- (void)connectServer: (NSString*)serverName
-{
- self.serverName = serverName;
- g_serverName = serverName;
-
- // Init synergy
- NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
-
- uSynergyInit( &_synergyCtx );
- _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
- _synergyCtx.m_clientWidth = self.view.bounds.size.width;
- _synergyCtx.m_clientHeight = self.view.bounds.size.height;
-
- _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
- _synergyCtx.m_sendFunc = ImGui_SendFunc;
- _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
- _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
-
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
- _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
- _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
-
- _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
-
- // Create a background thread for synergy
- _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
- dispatch_async( _synergyQueue, ^{
- while (1)
- uSynergyUpdate(&_synergyCtx);
- });
-}
-
-
-- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
-{
-
- if ((recognizer.state == UIGestureRecognizerStateBegan) ||
- (recognizer.state == UIGestureRecognizerStateChanged))
- {
- _mouseDown = YES;
- _touchPos = [recognizer locationInView:self.view];
- }
- else
- {
- _mouseDown = NO;
- _touchPos = CGPointMake( -1, -1 );
- }
-}
-
-- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
-{
- _touchPos = [recognizer locationInView:self.view];
- _mouseTapped = YES;
-}
-
-- (void)render
-{
- ImGui::Render();
-}
-
-- (void)newFrame
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- if (!g_FontTexture)
- ImGui_ImplIOS_CreateDeviceObjects();
-
- io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
-
- io.MouseDrawCursor = g_synergyPtrActive;
- if (g_synergyPtrActive)
- {
- style.TouchExtraPadding = ImVec2(0.0, 0.0);
- io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
- for (int i=0; i < 3; i++)
- io.MouseDown[i] = g_MousePressed[i];
-
- // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
- io.MouseWheel = g_mouseWheelY / 500.0;
- io.MouseWheelH = g_mouseWheelX / 500.0;
- }
- else
- {
- // Synergy not active, use touch events
- style.TouchExtraPadding = ImVec2(4.0, 4.0);
- io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
- if ((_mouseDown) || (_mouseTapped))
- {
- io.MouseDown[0] = true;
- _mouseTapped = NO;
- }
- else
- {
- io.MouseDown[0] = false;
- }
- }
-
- ImGui::NewFrame();
-}
-@end
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
- GLint last_program, last_texture;
- glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- ImDrawList* cmd_list = draw_data->CmdLists[n];
- ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- if (g_VboSize < needed_vtx_size)
- {
- // Grow our buffer if needed
- g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
- }
-
- unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
- if (!vtx_data)
- continue;
- memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)(pcmd->ClipRect.x * g_displayScale),
- (int)((height - pcmd->ClipRect.w) * g_displayScale),
- (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
- (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
- glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glBindBuffer( GL_ARRAY_BUFFER, 0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glUseProgram(last_program);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-void ImGui_ImplIOS_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplIOS_CreateDeviceObjects()
-{
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "attribute highp vec2 Position;\n"
- "attribute highp vec2 UV;\n"
- "attribute highp vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "varying highp vec2 Frag_UV;\n"
- "varying highp vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
- NSLog(@"VERTEX Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glCompileShader(g_FragHandle);
-
-#if defined(DEBUG)
- glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
- NSLog(@"FRAGMENT Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- ImGui_ImplIOS_CreateFontsTexture();
-
- return true;
-}
diff --git a/examples/example_apple/imguiex-ios/main.m b/examples/example_apple/imguiex-ios/main.m
deleted file mode 100644
index faba099..0000000
--- a/examples/example_apple/imguiex-ios/main.m
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// main.m
-// imguiex
-//
-
-#import
-#import "AppDelegate.h"
-
-int main(int argc, char * argv[]) {
- @autoreleasepool {
- return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- }
-}
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.h b/examples/example_apple/imguiex-osx/AppDelegate.h
deleted file mode 100644
index 33d199b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.h
+++ /dev/null
@@ -1,15 +0,0 @@
-//
-// AppDelegate.h
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import
-
-@interface AppDelegate : NSObject
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.m b/examples/example_apple/imguiex-osx/AppDelegate.m
deleted file mode 100644
index 59e877b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.m
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// AppDelegate.m
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@property (weak) IBOutlet NSWindow *window;
-@end
-
-@implementation AppDelegate
-
-- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
- // Insert code here to initialize your application
-}
-
-- (void)applicationWillTerminate:(NSNotification *)aNotification {
- // Insert code here to tear down your application
-}
-
-@end
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
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diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
deleted file mode 100644
index df2df27..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
+++ /dev/null
@@ -1,803 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// TODO:
-// - Clipboard is not supported.
-
-#import
-#import
-
-#include
-#include
-#include
-#include
-
-#include "imgui_impl_ios.h"
-#include "imgui.h"
-
-#include "uSynergy.h"
-
-// From Carbon HIToolbox/Events.h
-// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
-enum {
- kVK_ANSI_A = 0x00,
- kVK_ANSI_S = 0x01,
- kVK_ANSI_D = 0x02,
- kVK_ANSI_F = 0x03,
- kVK_ANSI_H = 0x04,
- kVK_ANSI_G = 0x05,
- kVK_ANSI_Z = 0x06,
- kVK_ANSI_X = 0x07,
- kVK_ANSI_C = 0x08,
- kVK_ANSI_V = 0x09,
- kVK_ANSI_B = 0x0B,
- kVK_ANSI_Q = 0x0C,
- kVK_ANSI_W = 0x0D,
- kVK_ANSI_E = 0x0E,
- kVK_ANSI_R = 0x0F,
- kVK_ANSI_Y = 0x10,
- kVK_ANSI_T = 0x11,
- kVK_ANSI_1 = 0x12,
- kVK_ANSI_2 = 0x13,
- kVK_ANSI_3 = 0x14,
- kVK_ANSI_4 = 0x15,
- kVK_ANSI_6 = 0x16,
- kVK_ANSI_5 = 0x17,
- kVK_ANSI_Equal = 0x18,
- kVK_ANSI_9 = 0x19,
- kVK_ANSI_7 = 0x1A,
- kVK_ANSI_Minus = 0x1B,
- kVK_ANSI_8 = 0x1C,
- kVK_ANSI_0 = 0x1D,
- kVK_ANSI_RightBracket = 0x1E,
- kVK_ANSI_O = 0x1F,
- kVK_ANSI_U = 0x20,
- kVK_ANSI_LeftBracket = 0x21,
- kVK_ANSI_I = 0x22,
- kVK_ANSI_P = 0x23,
- kVK_ANSI_L = 0x25,
- kVK_ANSI_J = 0x26,
- kVK_ANSI_Quote = 0x27,
- kVK_ANSI_K = 0x28,
- kVK_ANSI_Semicolon = 0x29,
- kVK_ANSI_Backslash = 0x2A,
- kVK_ANSI_Comma = 0x2B,
- kVK_ANSI_Slash = 0x2C,
- kVK_ANSI_N = 0x2D,
- kVK_ANSI_M = 0x2E,
- kVK_ANSI_Period = 0x2F,
- kVK_ANSI_Grave = 0x32,
- kVK_ANSI_KeypadDecimal = 0x41,
- kVK_ANSI_KeypadMultiply = 0x43,
- kVK_ANSI_KeypadPlus = 0x45,
- kVK_ANSI_KeypadClear = 0x47,
- kVK_ANSI_KeypadDivide = 0x4B,
- kVK_ANSI_KeypadEnter = 0x4C,
- kVK_ANSI_KeypadMinus = 0x4E,
- kVK_ANSI_KeypadEquals = 0x51,
- kVK_ANSI_Keypad0 = 0x52,
- kVK_ANSI_Keypad1 = 0x53,
- kVK_ANSI_Keypad2 = 0x54,
- kVK_ANSI_Keypad3 = 0x55,
- kVK_ANSI_Keypad4 = 0x56,
- kVK_ANSI_Keypad5 = 0x57,
- kVK_ANSI_Keypad6 = 0x58,
- kVK_ANSI_Keypad7 = 0x59,
- kVK_ANSI_Keypad8 = 0x5B,
- kVK_ANSI_Keypad9 = 0x5C
-};
-
-/* keycodes for keys that are independent of keyboard layout*/
-enum {
- kVK_Return = 0x24,
- kVK_Tab = 0x30,
- kVK_Space = 0x31,
- kVK_Delete = 0x33,
- kVK_Escape = 0x35,
- kVK_Command = 0x37,
- kVK_Shift = 0x38,
- kVK_CapsLock = 0x39,
- kVK_Option = 0x3A,
- kVK_Control = 0x3B,
- kVK_RightShift = 0x3C,
- kVK_RightOption = 0x3D,
- kVK_RightControl = 0x3E,
- kVK_Function = 0x3F,
- kVK_F17 = 0x40,
- kVK_VolumeUp = 0x48,
- kVK_VolumeDown = 0x49,
- kVK_Mute = 0x4A,
- kVK_F18 = 0x4F,
- kVK_F19 = 0x50,
- kVK_F20 = 0x5A,
- kVK_F5 = 0x60,
- kVK_F6 = 0x61,
- kVK_F7 = 0x62,
- kVK_F3 = 0x63,
- kVK_F8 = 0x64,
- kVK_F9 = 0x65,
- kVK_F11 = 0x67,
- kVK_F13 = 0x69,
- kVK_F16 = 0x6A,
- kVK_F14 = 0x6B,
- kVK_F10 = 0x6D,
- kVK_F12 = 0x6F,
- kVK_F15 = 0x71,
- kVK_Help = 0x72,
- kVK_Home = 0x73,
- kVK_PageUp = 0x74,
- kVK_ForwardDelete = 0x75,
- kVK_F4 = 0x76,
- kVK_End = 0x77,
- kVK_F2 = 0x78,
- kVK_PageDown = 0x79,
- kVK_F1 = 0x7A,
- kVK_LeftArrow = 0x7B,
- kVK_RightArrow = 0x7C,
- kVK_DownArrow = 0x7D,
- kVK_UpArrow = 0x7E
-};
-
-static char g_keycodeCharUnshifted[256] = {};
-static char g_keycodeCharShifted[256] = {};
-
-//static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_mouseWheelX = 0.0f;
-static float g_mouseWheelY = 0.0f;
-
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static size_t g_VboSize = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
-static float g_displayScale;
-
-static int usynergy_sockfd;
-static bool g_synergyPtrActive = false;
-static uint16_t g_mousePosX = 0;
-static uint16_t g_mousePosY = 0;
-
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
-bool ImGui_ImplIOS_CreateDeviceObjects();
-
-static NSString *g_serverName;
-
-uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
-{
- // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
- // uSynergy does not support SSL.
-
- NSLog( @"Connect Func!");
- struct addrinfo hints, *res;
-
- // first, load up address structs with getaddrinfo():
- memset(&hints, 0, sizeof hints);
- hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
- hints.ai_socktype = SOCK_STREAM;
-
- // get server address
- getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
-
- if (!res)
- {
- NSLog( @"Could not find server: %@", g_serverName );
- return USYNERGY_FALSE;
- }
-
- // make a socket:
- usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
-
- // connect it to the address and port we passed in to getaddrinfo():
- int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
- if (!ret) {
- NSLog( @"Connect succeeded...");
- } else {
- NSLog( @"Connect failed, %d", ret );
- }
-
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
-{
-// NSLog( @"Send Func" );
- send( usynergy_sockfd, buffer, length, 0 );
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
-{
- *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
-
- return USYNERGY_TRUE;
-}
-
-void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
-{
- usleep( timeMs * 1000 );
-}
-
-uint32_t ImGui_GetTimeFunc()
-{
- struct timeval tv;
- gettimeofday(&tv, NULL);
-
- return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
-}
-
-void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
-{
- puts(text);
-}
-
-void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
-{
- g_synergyPtrActive = active;
-// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
-}
-
-void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
- uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
-{
-// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
- uSynergyContext *ctx = (uSynergyContext*)cookie;
- g_mousePosX = x;
- g_mousePosY = y;
- g_mouseWheelX = wheelX;
- g_mouseWheelY = wheelY;
- g_MousePressed[0] = buttonLeft;
- g_MousePressed[1] = buttonMiddle;
- g_MousePressed[2] = buttonRight;
-
- ctx->m_mouseWheelX = 0;
- ctx->m_mouseWheelY = 0;
-}
-
-void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
- uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
-{
- int scanCode = key-1;
- // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
- ImGuiIO& io = ImGui::GetIO();
- io.KeysDown[key] = down;
- io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
- io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
- io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
- io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
-
- // Add this as keyboard input
- if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
- {
- // If this key maps to a character input, apply it
- int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
- io.AddInputCharacter((unsigned short)charForKeycode);
- }
-}
-
-void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
-{
- printf("Synergy: joystick callback TODO\n");
-}
-
-void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
-{
- printf("Synergy: clipboard callback TODO\n" );
-}
-
-@interface ImGuiHelper ()
-{
- BOOL _mouseDown;
- BOOL _mouseTapped;
- CGPoint _touchPos;
-
- uSynergyContext _synergyCtx;
- dispatch_queue_t _synergyQueue;
-}
-@property (nonatomic, weak) UIView *view;
-@property (nonatomic, strong) NSString *serverName;
-
-@end
-
-@implementation ImGuiHelper
-
-- (id) initWithView: (UIView *)view
-{
- self = [super init];
- if (self)
- {
- self.view = view;
-
- [self setupImGuiHooks];
- }
- return self;
-}
-
-- (void)setupKeymaps
-{
- // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
- // but this was the best I could come up with. There are some device independent API's available
- // to convert scan codes to unicode characters, but these are only available on mac and not
- // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
- // this or any way to get the character codes out of usynergy.
- g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
- g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
- g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
- g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
- g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
- g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
- g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
- g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
- g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
- g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
- g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
- g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
- g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
- g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
- g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
- g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
- g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
- g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
- g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
- g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
- g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
- g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
- g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
- g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
- g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
- g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
- g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
- g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
- g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
- g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
- g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
- g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
- g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
- g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharUnshifted[ kVK_Space ]=' ';
-
- g_keycodeCharShifted[ kVK_ANSI_A ]='A';
- g_keycodeCharShifted[ kVK_ANSI_S ]='S';
- g_keycodeCharShifted[ kVK_ANSI_D ]='D';
- g_keycodeCharShifted[ kVK_ANSI_F ]='F';
- g_keycodeCharShifted[ kVK_ANSI_H ]='H';
- g_keycodeCharShifted[ kVK_ANSI_G ]='G';
- g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
- g_keycodeCharShifted[ kVK_ANSI_X ]='X';
- g_keycodeCharShifted[ kVK_ANSI_C ]='C';
- g_keycodeCharShifted[ kVK_ANSI_V ]='V';
- g_keycodeCharShifted[ kVK_ANSI_B ]='B';
- g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
- g_keycodeCharShifted[ kVK_ANSI_W ]='W';
- g_keycodeCharShifted[ kVK_ANSI_E ]='E';
- g_keycodeCharShifted[ kVK_ANSI_R ]='R';
- g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
- g_keycodeCharShifted[ kVK_ANSI_T ]='T';
- g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
- g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
- g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
- g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
- g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
- g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
- g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
- g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
- g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
- g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
- g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
- g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
- g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
- g_keycodeCharShifted[ kVK_ANSI_O ]='O';
- g_keycodeCharShifted[ kVK_ANSI_U ]='U';
- g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
- g_keycodeCharShifted[ kVK_ANSI_I ]='I';
- g_keycodeCharShifted[ kVK_ANSI_P ]='P';
- g_keycodeCharShifted[ kVK_ANSI_L ]='L';
- g_keycodeCharShifted[ kVK_ANSI_J ]='J';
- g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
- g_keycodeCharShifted[ kVK_ANSI_K ]='K';
- g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
- g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
- g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
- g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
- g_keycodeCharShifted[ kVK_ANSI_N ]='N';
- g_keycodeCharShifted[ kVK_ANSI_M ]='M';
- g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
- g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharShifted[ kVK_Space ]=' ';
-}
-
-- (void)setupImGuiHooks
-{
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
-
- [self setupKeymaps];
-
- // Account for retina display for glScissor
- g_displayScale = [[UIScreen mainScreen] scale];
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
-
- io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
-
- UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
- [self.view addGestureRecognizer:panRecognizer];
-
- UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
- [self.view addGestureRecognizer:tapRecoginzer];
-
- // Fill out the Synergy key map
- // (for some reason synergy scan codes are off by 1)
- io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
- io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
- io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
- io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
- io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
- io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
- io.KeyMap[ImGuiKey_End] = kVK_End+1;
- io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
- io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
- io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
- io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
- io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
- io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
- io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
- io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
- io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
- io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
- io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
- io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
-}
-
-- (void)connectServer: (NSString*)serverName
-{
- self.serverName = serverName;
- g_serverName = serverName;
-
- // Init synergy
- NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
-
- uSynergyInit( &_synergyCtx );
- _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
- _synergyCtx.m_clientWidth = self.view.bounds.size.width;
- _synergyCtx.m_clientHeight = self.view.bounds.size.height;
-
- _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
- _synergyCtx.m_sendFunc = ImGui_SendFunc;
- _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
- _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
-
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
- _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
- _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
-
- _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
-
- // Create a background thread for synergy
- _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
- dispatch_async( _synergyQueue, ^{
- while (1)
- uSynergyUpdate(&_synergyCtx);
- });
-}
-
-
-- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
-{
-
- if ((recognizer.state == UIGestureRecognizerStateBegan) ||
- (recognizer.state == UIGestureRecognizerStateChanged))
- {
- _mouseDown = YES;
- _touchPos = [recognizer locationInView:self.view];
- }
- else
- {
- _mouseDown = NO;
- _touchPos = CGPointMake( -1, -1 );
- }
-}
-
-- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
-{
- _touchPos = [recognizer locationInView:self.view];
- _mouseTapped = YES;
-}
-
-- (void)render
-{
- ImGui::Render();
-}
-
-- (void)newFrame
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- if (!g_FontTexture)
- ImGui_ImplIOS_CreateDeviceObjects();
-
- io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
-
- io.MouseDrawCursor = g_synergyPtrActive;
- if (g_synergyPtrActive)
- {
- style.TouchExtraPadding = ImVec2(0.0, 0.0);
- io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
- for (int i=0; i < 3; i++)
- io.MouseDown[i] = g_MousePressed[i];
-
- // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
- io.MouseWheel = g_mouseWheelY / 500.0;
- io.MouseWheelH = g_mouseWheelX / 500.0;
- }
- else
- {
- // Synergy not active, use touch events
- style.TouchExtraPadding = ImVec2(4.0, 4.0);
- io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
- if ((_mouseDown) || (_mouseTapped))
- {
- io.MouseDown[0] = true;
- _mouseTapped = NO;
- }
- else
- {
- io.MouseDown[0] = false;
- }
- }
-
- ImGui::NewFrame();
-}
-@end
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
- GLint last_program, last_texture;
- glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- ImDrawList* cmd_list = draw_data->CmdLists[n];
- ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- if (g_VboSize < needed_vtx_size)
- {
- // Grow our buffer if needed
- g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
- }
-
- unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
- if (!vtx_data)
- continue;
- memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)(pcmd->ClipRect.x * g_displayScale),
- (int)((height - pcmd->ClipRect.w) * g_displayScale),
- (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
- (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
- glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glBindBuffer( GL_ARRAY_BUFFER, 0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glUseProgram(last_program);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-void ImGui_ImplIOS_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplIOS_CreateDeviceObjects()
-{
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "attribute highp vec2 Position;\n"
- "attribute highp vec2 UV;\n"
- "attribute highp vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "varying highp vec2 Frag_UV;\n"
- "varying highp vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
- NSLog(@"VERTEX Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glCompileShader(g_FragHandle);
-
-#if defined(DEBUG)
- glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
- NSLog(@"FRAGMENT Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- ImGui_ImplIOS_CreateFontsTexture();
-
- return true;
-}
diff --git a/examples/example_apple/imguiex-ios/main.m b/examples/example_apple/imguiex-ios/main.m
deleted file mode 100644
index faba099..0000000
--- a/examples/example_apple/imguiex-ios/main.m
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// main.m
-// imguiex
-//
-
-#import
-#import "AppDelegate.h"
-
-int main(int argc, char * argv[]) {
- @autoreleasepool {
- return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- }
-}
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.h b/examples/example_apple/imguiex-osx/AppDelegate.h
deleted file mode 100644
index 33d199b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.h
+++ /dev/null
@@ -1,15 +0,0 @@
-//
-// AppDelegate.h
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import
-
-@interface AppDelegate : NSObject
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.m b/examples/example_apple/imguiex-osx/AppDelegate.m
deleted file mode 100644
index 59e877b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.m
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// AppDelegate.m
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@property (weak) IBOutlet NSWindow *window;
-@end
-
-@implementation AppDelegate
-
-- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
- // Insert code here to initialize your application
-}
-
-- (void)applicationWillTerminate:(NSNotification *)aNotification {
- // Insert code here to tear down your application
-}
-
-@end
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index b13908f..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,64 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "1x"
- },
- {
- "size" : "512x512",
- "idiom" : "mac",
- "filename" : "icon_imgui_180x180.png",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
deleted file mode 100644
index df2df27..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
+++ /dev/null
@@ -1,803 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// TODO:
-// - Clipboard is not supported.
-
-#import
-#import
-
-#include
-#include
-#include
-#include
-
-#include "imgui_impl_ios.h"
-#include "imgui.h"
-
-#include "uSynergy.h"
-
-// From Carbon HIToolbox/Events.h
-// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
-enum {
- kVK_ANSI_A = 0x00,
- kVK_ANSI_S = 0x01,
- kVK_ANSI_D = 0x02,
- kVK_ANSI_F = 0x03,
- kVK_ANSI_H = 0x04,
- kVK_ANSI_G = 0x05,
- kVK_ANSI_Z = 0x06,
- kVK_ANSI_X = 0x07,
- kVK_ANSI_C = 0x08,
- kVK_ANSI_V = 0x09,
- kVK_ANSI_B = 0x0B,
- kVK_ANSI_Q = 0x0C,
- kVK_ANSI_W = 0x0D,
- kVK_ANSI_E = 0x0E,
- kVK_ANSI_R = 0x0F,
- kVK_ANSI_Y = 0x10,
- kVK_ANSI_T = 0x11,
- kVK_ANSI_1 = 0x12,
- kVK_ANSI_2 = 0x13,
- kVK_ANSI_3 = 0x14,
- kVK_ANSI_4 = 0x15,
- kVK_ANSI_6 = 0x16,
- kVK_ANSI_5 = 0x17,
- kVK_ANSI_Equal = 0x18,
- kVK_ANSI_9 = 0x19,
- kVK_ANSI_7 = 0x1A,
- kVK_ANSI_Minus = 0x1B,
- kVK_ANSI_8 = 0x1C,
- kVK_ANSI_0 = 0x1D,
- kVK_ANSI_RightBracket = 0x1E,
- kVK_ANSI_O = 0x1F,
- kVK_ANSI_U = 0x20,
- kVK_ANSI_LeftBracket = 0x21,
- kVK_ANSI_I = 0x22,
- kVK_ANSI_P = 0x23,
- kVK_ANSI_L = 0x25,
- kVK_ANSI_J = 0x26,
- kVK_ANSI_Quote = 0x27,
- kVK_ANSI_K = 0x28,
- kVK_ANSI_Semicolon = 0x29,
- kVK_ANSI_Backslash = 0x2A,
- kVK_ANSI_Comma = 0x2B,
- kVK_ANSI_Slash = 0x2C,
- kVK_ANSI_N = 0x2D,
- kVK_ANSI_M = 0x2E,
- kVK_ANSI_Period = 0x2F,
- kVK_ANSI_Grave = 0x32,
- kVK_ANSI_KeypadDecimal = 0x41,
- kVK_ANSI_KeypadMultiply = 0x43,
- kVK_ANSI_KeypadPlus = 0x45,
- kVK_ANSI_KeypadClear = 0x47,
- kVK_ANSI_KeypadDivide = 0x4B,
- kVK_ANSI_KeypadEnter = 0x4C,
- kVK_ANSI_KeypadMinus = 0x4E,
- kVK_ANSI_KeypadEquals = 0x51,
- kVK_ANSI_Keypad0 = 0x52,
- kVK_ANSI_Keypad1 = 0x53,
- kVK_ANSI_Keypad2 = 0x54,
- kVK_ANSI_Keypad3 = 0x55,
- kVK_ANSI_Keypad4 = 0x56,
- kVK_ANSI_Keypad5 = 0x57,
- kVK_ANSI_Keypad6 = 0x58,
- kVK_ANSI_Keypad7 = 0x59,
- kVK_ANSI_Keypad8 = 0x5B,
- kVK_ANSI_Keypad9 = 0x5C
-};
-
-/* keycodes for keys that are independent of keyboard layout*/
-enum {
- kVK_Return = 0x24,
- kVK_Tab = 0x30,
- kVK_Space = 0x31,
- kVK_Delete = 0x33,
- kVK_Escape = 0x35,
- kVK_Command = 0x37,
- kVK_Shift = 0x38,
- kVK_CapsLock = 0x39,
- kVK_Option = 0x3A,
- kVK_Control = 0x3B,
- kVK_RightShift = 0x3C,
- kVK_RightOption = 0x3D,
- kVK_RightControl = 0x3E,
- kVK_Function = 0x3F,
- kVK_F17 = 0x40,
- kVK_VolumeUp = 0x48,
- kVK_VolumeDown = 0x49,
- kVK_Mute = 0x4A,
- kVK_F18 = 0x4F,
- kVK_F19 = 0x50,
- kVK_F20 = 0x5A,
- kVK_F5 = 0x60,
- kVK_F6 = 0x61,
- kVK_F7 = 0x62,
- kVK_F3 = 0x63,
- kVK_F8 = 0x64,
- kVK_F9 = 0x65,
- kVK_F11 = 0x67,
- kVK_F13 = 0x69,
- kVK_F16 = 0x6A,
- kVK_F14 = 0x6B,
- kVK_F10 = 0x6D,
- kVK_F12 = 0x6F,
- kVK_F15 = 0x71,
- kVK_Help = 0x72,
- kVK_Home = 0x73,
- kVK_PageUp = 0x74,
- kVK_ForwardDelete = 0x75,
- kVK_F4 = 0x76,
- kVK_End = 0x77,
- kVK_F2 = 0x78,
- kVK_PageDown = 0x79,
- kVK_F1 = 0x7A,
- kVK_LeftArrow = 0x7B,
- kVK_RightArrow = 0x7C,
- kVK_DownArrow = 0x7D,
- kVK_UpArrow = 0x7E
-};
-
-static char g_keycodeCharUnshifted[256] = {};
-static char g_keycodeCharShifted[256] = {};
-
-//static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_mouseWheelX = 0.0f;
-static float g_mouseWheelY = 0.0f;
-
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static size_t g_VboSize = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
-static float g_displayScale;
-
-static int usynergy_sockfd;
-static bool g_synergyPtrActive = false;
-static uint16_t g_mousePosX = 0;
-static uint16_t g_mousePosY = 0;
-
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
-bool ImGui_ImplIOS_CreateDeviceObjects();
-
-static NSString *g_serverName;
-
-uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
-{
- // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
- // uSynergy does not support SSL.
-
- NSLog( @"Connect Func!");
- struct addrinfo hints, *res;
-
- // first, load up address structs with getaddrinfo():
- memset(&hints, 0, sizeof hints);
- hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
- hints.ai_socktype = SOCK_STREAM;
-
- // get server address
- getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
-
- if (!res)
- {
- NSLog( @"Could not find server: %@", g_serverName );
- return USYNERGY_FALSE;
- }
-
- // make a socket:
- usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
-
- // connect it to the address and port we passed in to getaddrinfo():
- int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
- if (!ret) {
- NSLog( @"Connect succeeded...");
- } else {
- NSLog( @"Connect failed, %d", ret );
- }
-
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
-{
-// NSLog( @"Send Func" );
- send( usynergy_sockfd, buffer, length, 0 );
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
-{
- *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
-
- return USYNERGY_TRUE;
-}
-
-void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
-{
- usleep( timeMs * 1000 );
-}
-
-uint32_t ImGui_GetTimeFunc()
-{
- struct timeval tv;
- gettimeofday(&tv, NULL);
-
- return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
-}
-
-void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
-{
- puts(text);
-}
-
-void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
-{
- g_synergyPtrActive = active;
-// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
-}
-
-void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
- uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
-{
-// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
- uSynergyContext *ctx = (uSynergyContext*)cookie;
- g_mousePosX = x;
- g_mousePosY = y;
- g_mouseWheelX = wheelX;
- g_mouseWheelY = wheelY;
- g_MousePressed[0] = buttonLeft;
- g_MousePressed[1] = buttonMiddle;
- g_MousePressed[2] = buttonRight;
-
- ctx->m_mouseWheelX = 0;
- ctx->m_mouseWheelY = 0;
-}
-
-void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
- uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
-{
- int scanCode = key-1;
- // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
- ImGuiIO& io = ImGui::GetIO();
- io.KeysDown[key] = down;
- io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
- io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
- io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
- io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
-
- // Add this as keyboard input
- if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
- {
- // If this key maps to a character input, apply it
- int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
- io.AddInputCharacter((unsigned short)charForKeycode);
- }
-}
-
-void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
-{
- printf("Synergy: joystick callback TODO\n");
-}
-
-void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
-{
- printf("Synergy: clipboard callback TODO\n" );
-}
-
-@interface ImGuiHelper ()
-{
- BOOL _mouseDown;
- BOOL _mouseTapped;
- CGPoint _touchPos;
-
- uSynergyContext _synergyCtx;
- dispatch_queue_t _synergyQueue;
-}
-@property (nonatomic, weak) UIView *view;
-@property (nonatomic, strong) NSString *serverName;
-
-@end
-
-@implementation ImGuiHelper
-
-- (id) initWithView: (UIView *)view
-{
- self = [super init];
- if (self)
- {
- self.view = view;
-
- [self setupImGuiHooks];
- }
- return self;
-}
-
-- (void)setupKeymaps
-{
- // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
- // but this was the best I could come up with. There are some device independent API's available
- // to convert scan codes to unicode characters, but these are only available on mac and not
- // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
- // this or any way to get the character codes out of usynergy.
- g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
- g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
- g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
- g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
- g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
- g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
- g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
- g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
- g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
- g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
- g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
- g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
- g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
- g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
- g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
- g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
- g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
- g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
- g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
- g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
- g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
- g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
- g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
- g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
- g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
- g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
- g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
- g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
- g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
- g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
- g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
- g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
- g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
- g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharUnshifted[ kVK_Space ]=' ';
-
- g_keycodeCharShifted[ kVK_ANSI_A ]='A';
- g_keycodeCharShifted[ kVK_ANSI_S ]='S';
- g_keycodeCharShifted[ kVK_ANSI_D ]='D';
- g_keycodeCharShifted[ kVK_ANSI_F ]='F';
- g_keycodeCharShifted[ kVK_ANSI_H ]='H';
- g_keycodeCharShifted[ kVK_ANSI_G ]='G';
- g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
- g_keycodeCharShifted[ kVK_ANSI_X ]='X';
- g_keycodeCharShifted[ kVK_ANSI_C ]='C';
- g_keycodeCharShifted[ kVK_ANSI_V ]='V';
- g_keycodeCharShifted[ kVK_ANSI_B ]='B';
- g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
- g_keycodeCharShifted[ kVK_ANSI_W ]='W';
- g_keycodeCharShifted[ kVK_ANSI_E ]='E';
- g_keycodeCharShifted[ kVK_ANSI_R ]='R';
- g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
- g_keycodeCharShifted[ kVK_ANSI_T ]='T';
- g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
- g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
- g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
- g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
- g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
- g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
- g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
- g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
- g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
- g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
- g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
- g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
- g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
- g_keycodeCharShifted[ kVK_ANSI_O ]='O';
- g_keycodeCharShifted[ kVK_ANSI_U ]='U';
- g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
- g_keycodeCharShifted[ kVK_ANSI_I ]='I';
- g_keycodeCharShifted[ kVK_ANSI_P ]='P';
- g_keycodeCharShifted[ kVK_ANSI_L ]='L';
- g_keycodeCharShifted[ kVK_ANSI_J ]='J';
- g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
- g_keycodeCharShifted[ kVK_ANSI_K ]='K';
- g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
- g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
- g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
- g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
- g_keycodeCharShifted[ kVK_ANSI_N ]='N';
- g_keycodeCharShifted[ kVK_ANSI_M ]='M';
- g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
- g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharShifted[ kVK_Space ]=' ';
-}
-
-- (void)setupImGuiHooks
-{
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
-
- [self setupKeymaps];
-
- // Account for retina display for glScissor
- g_displayScale = [[UIScreen mainScreen] scale];
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
-
- io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
-
- UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
- [self.view addGestureRecognizer:panRecognizer];
-
- UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
- [self.view addGestureRecognizer:tapRecoginzer];
-
- // Fill out the Synergy key map
- // (for some reason synergy scan codes are off by 1)
- io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
- io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
- io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
- io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
- io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
- io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
- io.KeyMap[ImGuiKey_End] = kVK_End+1;
- io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
- io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
- io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
- io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
- io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
- io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
- io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
- io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
- io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
- io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
- io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
- io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
-}
-
-- (void)connectServer: (NSString*)serverName
-{
- self.serverName = serverName;
- g_serverName = serverName;
-
- // Init synergy
- NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
-
- uSynergyInit( &_synergyCtx );
- _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
- _synergyCtx.m_clientWidth = self.view.bounds.size.width;
- _synergyCtx.m_clientHeight = self.view.bounds.size.height;
-
- _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
- _synergyCtx.m_sendFunc = ImGui_SendFunc;
- _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
- _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
-
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
- _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
- _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
-
- _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
-
- // Create a background thread for synergy
- _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
- dispatch_async( _synergyQueue, ^{
- while (1)
- uSynergyUpdate(&_synergyCtx);
- });
-}
-
-
-- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
-{
-
- if ((recognizer.state == UIGestureRecognizerStateBegan) ||
- (recognizer.state == UIGestureRecognizerStateChanged))
- {
- _mouseDown = YES;
- _touchPos = [recognizer locationInView:self.view];
- }
- else
- {
- _mouseDown = NO;
- _touchPos = CGPointMake( -1, -1 );
- }
-}
-
-- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
-{
- _touchPos = [recognizer locationInView:self.view];
- _mouseTapped = YES;
-}
-
-- (void)render
-{
- ImGui::Render();
-}
-
-- (void)newFrame
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- if (!g_FontTexture)
- ImGui_ImplIOS_CreateDeviceObjects();
-
- io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
-
- io.MouseDrawCursor = g_synergyPtrActive;
- if (g_synergyPtrActive)
- {
- style.TouchExtraPadding = ImVec2(0.0, 0.0);
- io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
- for (int i=0; i < 3; i++)
- io.MouseDown[i] = g_MousePressed[i];
-
- // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
- io.MouseWheel = g_mouseWheelY / 500.0;
- io.MouseWheelH = g_mouseWheelX / 500.0;
- }
- else
- {
- // Synergy not active, use touch events
- style.TouchExtraPadding = ImVec2(4.0, 4.0);
- io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
- if ((_mouseDown) || (_mouseTapped))
- {
- io.MouseDown[0] = true;
- _mouseTapped = NO;
- }
- else
- {
- io.MouseDown[0] = false;
- }
- }
-
- ImGui::NewFrame();
-}
-@end
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
- GLint last_program, last_texture;
- glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- ImDrawList* cmd_list = draw_data->CmdLists[n];
- ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- if (g_VboSize < needed_vtx_size)
- {
- // Grow our buffer if needed
- g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
- }
-
- unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
- if (!vtx_data)
- continue;
- memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)(pcmd->ClipRect.x * g_displayScale),
- (int)((height - pcmd->ClipRect.w) * g_displayScale),
- (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
- (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
- glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glBindBuffer( GL_ARRAY_BUFFER, 0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glUseProgram(last_program);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-void ImGui_ImplIOS_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplIOS_CreateDeviceObjects()
-{
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "attribute highp vec2 Position;\n"
- "attribute highp vec2 UV;\n"
- "attribute highp vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "varying highp vec2 Frag_UV;\n"
- "varying highp vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
- NSLog(@"VERTEX Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glCompileShader(g_FragHandle);
-
-#if defined(DEBUG)
- glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
- NSLog(@"FRAGMENT Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- ImGui_ImplIOS_CreateFontsTexture();
-
- return true;
-}
diff --git a/examples/example_apple/imguiex-ios/main.m b/examples/example_apple/imguiex-ios/main.m
deleted file mode 100644
index faba099..0000000
--- a/examples/example_apple/imguiex-ios/main.m
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// main.m
-// imguiex
-//
-
-#import
-#import "AppDelegate.h"
-
-int main(int argc, char * argv[]) {
- @autoreleasepool {
- return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- }
-}
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.h b/examples/example_apple/imguiex-osx/AppDelegate.h
deleted file mode 100644
index 33d199b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.h
+++ /dev/null
@@ -1,15 +0,0 @@
-//
-// AppDelegate.h
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import
-
-@interface AppDelegate : NSObject
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.m b/examples/example_apple/imguiex-osx/AppDelegate.m
deleted file mode 100644
index 59e877b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.m
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// AppDelegate.m
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@property (weak) IBOutlet NSWindow *window;
-@end
-
-@implementation AppDelegate
-
-- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
- // Insert code here to initialize your application
-}
-
-- (void)applicationWillTerminate:(NSNotification *)aNotification {
- // Insert code here to tear down your application
-}
-
-@end
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index b13908f..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,64 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "1x"
- },
- {
- "size" : "512x512",
- "idiom" : "mac",
- "filename" : "icon_imgui_180x180.png",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png b/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png
+++ /dev/null
Binary files differ
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
deleted file mode 100644
index df2df27..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
+++ /dev/null
@@ -1,803 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// TODO:
-// - Clipboard is not supported.
-
-#import
-#import
-
-#include
-#include
-#include
-#include
-
-#include "imgui_impl_ios.h"
-#include "imgui.h"
-
-#include "uSynergy.h"
-
-// From Carbon HIToolbox/Events.h
-// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
-enum {
- kVK_ANSI_A = 0x00,
- kVK_ANSI_S = 0x01,
- kVK_ANSI_D = 0x02,
- kVK_ANSI_F = 0x03,
- kVK_ANSI_H = 0x04,
- kVK_ANSI_G = 0x05,
- kVK_ANSI_Z = 0x06,
- kVK_ANSI_X = 0x07,
- kVK_ANSI_C = 0x08,
- kVK_ANSI_V = 0x09,
- kVK_ANSI_B = 0x0B,
- kVK_ANSI_Q = 0x0C,
- kVK_ANSI_W = 0x0D,
- kVK_ANSI_E = 0x0E,
- kVK_ANSI_R = 0x0F,
- kVK_ANSI_Y = 0x10,
- kVK_ANSI_T = 0x11,
- kVK_ANSI_1 = 0x12,
- kVK_ANSI_2 = 0x13,
- kVK_ANSI_3 = 0x14,
- kVK_ANSI_4 = 0x15,
- kVK_ANSI_6 = 0x16,
- kVK_ANSI_5 = 0x17,
- kVK_ANSI_Equal = 0x18,
- kVK_ANSI_9 = 0x19,
- kVK_ANSI_7 = 0x1A,
- kVK_ANSI_Minus = 0x1B,
- kVK_ANSI_8 = 0x1C,
- kVK_ANSI_0 = 0x1D,
- kVK_ANSI_RightBracket = 0x1E,
- kVK_ANSI_O = 0x1F,
- kVK_ANSI_U = 0x20,
- kVK_ANSI_LeftBracket = 0x21,
- kVK_ANSI_I = 0x22,
- kVK_ANSI_P = 0x23,
- kVK_ANSI_L = 0x25,
- kVK_ANSI_J = 0x26,
- kVK_ANSI_Quote = 0x27,
- kVK_ANSI_K = 0x28,
- kVK_ANSI_Semicolon = 0x29,
- kVK_ANSI_Backslash = 0x2A,
- kVK_ANSI_Comma = 0x2B,
- kVK_ANSI_Slash = 0x2C,
- kVK_ANSI_N = 0x2D,
- kVK_ANSI_M = 0x2E,
- kVK_ANSI_Period = 0x2F,
- kVK_ANSI_Grave = 0x32,
- kVK_ANSI_KeypadDecimal = 0x41,
- kVK_ANSI_KeypadMultiply = 0x43,
- kVK_ANSI_KeypadPlus = 0x45,
- kVK_ANSI_KeypadClear = 0x47,
- kVK_ANSI_KeypadDivide = 0x4B,
- kVK_ANSI_KeypadEnter = 0x4C,
- kVK_ANSI_KeypadMinus = 0x4E,
- kVK_ANSI_KeypadEquals = 0x51,
- kVK_ANSI_Keypad0 = 0x52,
- kVK_ANSI_Keypad1 = 0x53,
- kVK_ANSI_Keypad2 = 0x54,
- kVK_ANSI_Keypad3 = 0x55,
- kVK_ANSI_Keypad4 = 0x56,
- kVK_ANSI_Keypad5 = 0x57,
- kVK_ANSI_Keypad6 = 0x58,
- kVK_ANSI_Keypad7 = 0x59,
- kVK_ANSI_Keypad8 = 0x5B,
- kVK_ANSI_Keypad9 = 0x5C
-};
-
-/* keycodes for keys that are independent of keyboard layout*/
-enum {
- kVK_Return = 0x24,
- kVK_Tab = 0x30,
- kVK_Space = 0x31,
- kVK_Delete = 0x33,
- kVK_Escape = 0x35,
- kVK_Command = 0x37,
- kVK_Shift = 0x38,
- kVK_CapsLock = 0x39,
- kVK_Option = 0x3A,
- kVK_Control = 0x3B,
- kVK_RightShift = 0x3C,
- kVK_RightOption = 0x3D,
- kVK_RightControl = 0x3E,
- kVK_Function = 0x3F,
- kVK_F17 = 0x40,
- kVK_VolumeUp = 0x48,
- kVK_VolumeDown = 0x49,
- kVK_Mute = 0x4A,
- kVK_F18 = 0x4F,
- kVK_F19 = 0x50,
- kVK_F20 = 0x5A,
- kVK_F5 = 0x60,
- kVK_F6 = 0x61,
- kVK_F7 = 0x62,
- kVK_F3 = 0x63,
- kVK_F8 = 0x64,
- kVK_F9 = 0x65,
- kVK_F11 = 0x67,
- kVK_F13 = 0x69,
- kVK_F16 = 0x6A,
- kVK_F14 = 0x6B,
- kVK_F10 = 0x6D,
- kVK_F12 = 0x6F,
- kVK_F15 = 0x71,
- kVK_Help = 0x72,
- kVK_Home = 0x73,
- kVK_PageUp = 0x74,
- kVK_ForwardDelete = 0x75,
- kVK_F4 = 0x76,
- kVK_End = 0x77,
- kVK_F2 = 0x78,
- kVK_PageDown = 0x79,
- kVK_F1 = 0x7A,
- kVK_LeftArrow = 0x7B,
- kVK_RightArrow = 0x7C,
- kVK_DownArrow = 0x7D,
- kVK_UpArrow = 0x7E
-};
-
-static char g_keycodeCharUnshifted[256] = {};
-static char g_keycodeCharShifted[256] = {};
-
-//static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_mouseWheelX = 0.0f;
-static float g_mouseWheelY = 0.0f;
-
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static size_t g_VboSize = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
-static float g_displayScale;
-
-static int usynergy_sockfd;
-static bool g_synergyPtrActive = false;
-static uint16_t g_mousePosX = 0;
-static uint16_t g_mousePosY = 0;
-
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
-bool ImGui_ImplIOS_CreateDeviceObjects();
-
-static NSString *g_serverName;
-
-uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
-{
- // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
- // uSynergy does not support SSL.
-
- NSLog( @"Connect Func!");
- struct addrinfo hints, *res;
-
- // first, load up address structs with getaddrinfo():
- memset(&hints, 0, sizeof hints);
- hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
- hints.ai_socktype = SOCK_STREAM;
-
- // get server address
- getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
-
- if (!res)
- {
- NSLog( @"Could not find server: %@", g_serverName );
- return USYNERGY_FALSE;
- }
-
- // make a socket:
- usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
-
- // connect it to the address and port we passed in to getaddrinfo():
- int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
- if (!ret) {
- NSLog( @"Connect succeeded...");
- } else {
- NSLog( @"Connect failed, %d", ret );
- }
-
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
-{
-// NSLog( @"Send Func" );
- send( usynergy_sockfd, buffer, length, 0 );
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
-{
- *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
-
- return USYNERGY_TRUE;
-}
-
-void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
-{
- usleep( timeMs * 1000 );
-}
-
-uint32_t ImGui_GetTimeFunc()
-{
- struct timeval tv;
- gettimeofday(&tv, NULL);
-
- return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
-}
-
-void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
-{
- puts(text);
-}
-
-void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
-{
- g_synergyPtrActive = active;
-// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
-}
-
-void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
- uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
-{
-// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
- uSynergyContext *ctx = (uSynergyContext*)cookie;
- g_mousePosX = x;
- g_mousePosY = y;
- g_mouseWheelX = wheelX;
- g_mouseWheelY = wheelY;
- g_MousePressed[0] = buttonLeft;
- g_MousePressed[1] = buttonMiddle;
- g_MousePressed[2] = buttonRight;
-
- ctx->m_mouseWheelX = 0;
- ctx->m_mouseWheelY = 0;
-}
-
-void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
- uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
-{
- int scanCode = key-1;
- // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
- ImGuiIO& io = ImGui::GetIO();
- io.KeysDown[key] = down;
- io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
- io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
- io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
- io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
-
- // Add this as keyboard input
- if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
- {
- // If this key maps to a character input, apply it
- int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
- io.AddInputCharacter((unsigned short)charForKeycode);
- }
-}
-
-void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
-{
- printf("Synergy: joystick callback TODO\n");
-}
-
-void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
-{
- printf("Synergy: clipboard callback TODO\n" );
-}
-
-@interface ImGuiHelper ()
-{
- BOOL _mouseDown;
- BOOL _mouseTapped;
- CGPoint _touchPos;
-
- uSynergyContext _synergyCtx;
- dispatch_queue_t _synergyQueue;
-}
-@property (nonatomic, weak) UIView *view;
-@property (nonatomic, strong) NSString *serverName;
-
-@end
-
-@implementation ImGuiHelper
-
-- (id) initWithView: (UIView *)view
-{
- self = [super init];
- if (self)
- {
- self.view = view;
-
- [self setupImGuiHooks];
- }
- return self;
-}
-
-- (void)setupKeymaps
-{
- // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
- // but this was the best I could come up with. There are some device independent API's available
- // to convert scan codes to unicode characters, but these are only available on mac and not
- // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
- // this or any way to get the character codes out of usynergy.
- g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
- g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
- g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
- g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
- g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
- g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
- g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
- g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
- g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
- g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
- g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
- g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
- g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
- g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
- g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
- g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
- g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
- g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
- g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
- g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
- g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
- g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
- g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
- g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
- g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
- g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
- g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
- g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
- g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
- g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
- g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
- g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
- g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
- g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharUnshifted[ kVK_Space ]=' ';
-
- g_keycodeCharShifted[ kVK_ANSI_A ]='A';
- g_keycodeCharShifted[ kVK_ANSI_S ]='S';
- g_keycodeCharShifted[ kVK_ANSI_D ]='D';
- g_keycodeCharShifted[ kVK_ANSI_F ]='F';
- g_keycodeCharShifted[ kVK_ANSI_H ]='H';
- g_keycodeCharShifted[ kVK_ANSI_G ]='G';
- g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
- g_keycodeCharShifted[ kVK_ANSI_X ]='X';
- g_keycodeCharShifted[ kVK_ANSI_C ]='C';
- g_keycodeCharShifted[ kVK_ANSI_V ]='V';
- g_keycodeCharShifted[ kVK_ANSI_B ]='B';
- g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
- g_keycodeCharShifted[ kVK_ANSI_W ]='W';
- g_keycodeCharShifted[ kVK_ANSI_E ]='E';
- g_keycodeCharShifted[ kVK_ANSI_R ]='R';
- g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
- g_keycodeCharShifted[ kVK_ANSI_T ]='T';
- g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
- g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
- g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
- g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
- g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
- g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
- g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
- g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
- g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
- g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
- g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
- g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
- g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
- g_keycodeCharShifted[ kVK_ANSI_O ]='O';
- g_keycodeCharShifted[ kVK_ANSI_U ]='U';
- g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
- g_keycodeCharShifted[ kVK_ANSI_I ]='I';
- g_keycodeCharShifted[ kVK_ANSI_P ]='P';
- g_keycodeCharShifted[ kVK_ANSI_L ]='L';
- g_keycodeCharShifted[ kVK_ANSI_J ]='J';
- g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
- g_keycodeCharShifted[ kVK_ANSI_K ]='K';
- g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
- g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
- g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
- g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
- g_keycodeCharShifted[ kVK_ANSI_N ]='N';
- g_keycodeCharShifted[ kVK_ANSI_M ]='M';
- g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
- g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharShifted[ kVK_Space ]=' ';
-}
-
-- (void)setupImGuiHooks
-{
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
-
- [self setupKeymaps];
-
- // Account for retina display for glScissor
- g_displayScale = [[UIScreen mainScreen] scale];
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
-
- io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
-
- UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
- [self.view addGestureRecognizer:panRecognizer];
-
- UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
- [self.view addGestureRecognizer:tapRecoginzer];
-
- // Fill out the Synergy key map
- // (for some reason synergy scan codes are off by 1)
- io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
- io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
- io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
- io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
- io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
- io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
- io.KeyMap[ImGuiKey_End] = kVK_End+1;
- io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
- io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
- io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
- io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
- io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
- io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
- io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
- io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
- io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
- io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
- io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
- io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
-}
-
-- (void)connectServer: (NSString*)serverName
-{
- self.serverName = serverName;
- g_serverName = serverName;
-
- // Init synergy
- NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
-
- uSynergyInit( &_synergyCtx );
- _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
- _synergyCtx.m_clientWidth = self.view.bounds.size.width;
- _synergyCtx.m_clientHeight = self.view.bounds.size.height;
-
- _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
- _synergyCtx.m_sendFunc = ImGui_SendFunc;
- _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
- _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
-
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
- _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
- _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
-
- _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
-
- // Create a background thread for synergy
- _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
- dispatch_async( _synergyQueue, ^{
- while (1)
- uSynergyUpdate(&_synergyCtx);
- });
-}
-
-
-- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
-{
-
- if ((recognizer.state == UIGestureRecognizerStateBegan) ||
- (recognizer.state == UIGestureRecognizerStateChanged))
- {
- _mouseDown = YES;
- _touchPos = [recognizer locationInView:self.view];
- }
- else
- {
- _mouseDown = NO;
- _touchPos = CGPointMake( -1, -1 );
- }
-}
-
-- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
-{
- _touchPos = [recognizer locationInView:self.view];
- _mouseTapped = YES;
-}
-
-- (void)render
-{
- ImGui::Render();
-}
-
-- (void)newFrame
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- if (!g_FontTexture)
- ImGui_ImplIOS_CreateDeviceObjects();
-
- io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
-
- io.MouseDrawCursor = g_synergyPtrActive;
- if (g_synergyPtrActive)
- {
- style.TouchExtraPadding = ImVec2(0.0, 0.0);
- io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
- for (int i=0; i < 3; i++)
- io.MouseDown[i] = g_MousePressed[i];
-
- // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
- io.MouseWheel = g_mouseWheelY / 500.0;
- io.MouseWheelH = g_mouseWheelX / 500.0;
- }
- else
- {
- // Synergy not active, use touch events
- style.TouchExtraPadding = ImVec2(4.0, 4.0);
- io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
- if ((_mouseDown) || (_mouseTapped))
- {
- io.MouseDown[0] = true;
- _mouseTapped = NO;
- }
- else
- {
- io.MouseDown[0] = false;
- }
- }
-
- ImGui::NewFrame();
-}
-@end
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
- GLint last_program, last_texture;
- glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- ImDrawList* cmd_list = draw_data->CmdLists[n];
- ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- if (g_VboSize < needed_vtx_size)
- {
- // Grow our buffer if needed
- g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
- }
-
- unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
- if (!vtx_data)
- continue;
- memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)(pcmd->ClipRect.x * g_displayScale),
- (int)((height - pcmd->ClipRect.w) * g_displayScale),
- (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
- (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
- glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glBindBuffer( GL_ARRAY_BUFFER, 0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glUseProgram(last_program);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-void ImGui_ImplIOS_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplIOS_CreateDeviceObjects()
-{
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "attribute highp vec2 Position;\n"
- "attribute highp vec2 UV;\n"
- "attribute highp vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "varying highp vec2 Frag_UV;\n"
- "varying highp vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
- NSLog(@"VERTEX Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glCompileShader(g_FragHandle);
-
-#if defined(DEBUG)
- glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
- NSLog(@"FRAGMENT Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- ImGui_ImplIOS_CreateFontsTexture();
-
- return true;
-}
diff --git a/examples/example_apple/imguiex-ios/main.m b/examples/example_apple/imguiex-ios/main.m
deleted file mode 100644
index faba099..0000000
--- a/examples/example_apple/imguiex-ios/main.m
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// main.m
-// imguiex
-//
-
-#import
-#import "AppDelegate.h"
-
-int main(int argc, char * argv[]) {
- @autoreleasepool {
- return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- }
-}
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.h b/examples/example_apple/imguiex-osx/AppDelegate.h
deleted file mode 100644
index 33d199b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.h
+++ /dev/null
@@ -1,15 +0,0 @@
-//
-// AppDelegate.h
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import
-
-@interface AppDelegate : NSObject
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.m b/examples/example_apple/imguiex-osx/AppDelegate.m
deleted file mode 100644
index 59e877b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.m
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// AppDelegate.m
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@property (weak) IBOutlet NSWindow *window;
-@end
-
-@implementation AppDelegate
-
-- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
- // Insert code here to initialize your application
-}
-
-- (void)applicationWillTerminate:(NSNotification *)aNotification {
- // Insert code here to tear down your application
-}
-
-@end
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index b13908f..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,64 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "1x"
- },
- {
- "size" : "512x512",
- "idiom" : "mac",
- "filename" : "icon_imgui_180x180.png",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png b/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/Contents.json b/examples/example_apple/imguiex-osx/Assets.xcassets/Contents.json
deleted file mode 100644
index da4a164..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/Contents.json
+++ /dev/null
@@ -1,6 +0,0 @@
-{
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
deleted file mode 100644
index df2df27..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
+++ /dev/null
@@ -1,803 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// TODO:
-// - Clipboard is not supported.
-
-#import
-#import
-
-#include
-#include
-#include
-#include
-
-#include "imgui_impl_ios.h"
-#include "imgui.h"
-
-#include "uSynergy.h"
-
-// From Carbon HIToolbox/Events.h
-// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
-enum {
- kVK_ANSI_A = 0x00,
- kVK_ANSI_S = 0x01,
- kVK_ANSI_D = 0x02,
- kVK_ANSI_F = 0x03,
- kVK_ANSI_H = 0x04,
- kVK_ANSI_G = 0x05,
- kVK_ANSI_Z = 0x06,
- kVK_ANSI_X = 0x07,
- kVK_ANSI_C = 0x08,
- kVK_ANSI_V = 0x09,
- kVK_ANSI_B = 0x0B,
- kVK_ANSI_Q = 0x0C,
- kVK_ANSI_W = 0x0D,
- kVK_ANSI_E = 0x0E,
- kVK_ANSI_R = 0x0F,
- kVK_ANSI_Y = 0x10,
- kVK_ANSI_T = 0x11,
- kVK_ANSI_1 = 0x12,
- kVK_ANSI_2 = 0x13,
- kVK_ANSI_3 = 0x14,
- kVK_ANSI_4 = 0x15,
- kVK_ANSI_6 = 0x16,
- kVK_ANSI_5 = 0x17,
- kVK_ANSI_Equal = 0x18,
- kVK_ANSI_9 = 0x19,
- kVK_ANSI_7 = 0x1A,
- kVK_ANSI_Minus = 0x1B,
- kVK_ANSI_8 = 0x1C,
- kVK_ANSI_0 = 0x1D,
- kVK_ANSI_RightBracket = 0x1E,
- kVK_ANSI_O = 0x1F,
- kVK_ANSI_U = 0x20,
- kVK_ANSI_LeftBracket = 0x21,
- kVK_ANSI_I = 0x22,
- kVK_ANSI_P = 0x23,
- kVK_ANSI_L = 0x25,
- kVK_ANSI_J = 0x26,
- kVK_ANSI_Quote = 0x27,
- kVK_ANSI_K = 0x28,
- kVK_ANSI_Semicolon = 0x29,
- kVK_ANSI_Backslash = 0x2A,
- kVK_ANSI_Comma = 0x2B,
- kVK_ANSI_Slash = 0x2C,
- kVK_ANSI_N = 0x2D,
- kVK_ANSI_M = 0x2E,
- kVK_ANSI_Period = 0x2F,
- kVK_ANSI_Grave = 0x32,
- kVK_ANSI_KeypadDecimal = 0x41,
- kVK_ANSI_KeypadMultiply = 0x43,
- kVK_ANSI_KeypadPlus = 0x45,
- kVK_ANSI_KeypadClear = 0x47,
- kVK_ANSI_KeypadDivide = 0x4B,
- kVK_ANSI_KeypadEnter = 0x4C,
- kVK_ANSI_KeypadMinus = 0x4E,
- kVK_ANSI_KeypadEquals = 0x51,
- kVK_ANSI_Keypad0 = 0x52,
- kVK_ANSI_Keypad1 = 0x53,
- kVK_ANSI_Keypad2 = 0x54,
- kVK_ANSI_Keypad3 = 0x55,
- kVK_ANSI_Keypad4 = 0x56,
- kVK_ANSI_Keypad5 = 0x57,
- kVK_ANSI_Keypad6 = 0x58,
- kVK_ANSI_Keypad7 = 0x59,
- kVK_ANSI_Keypad8 = 0x5B,
- kVK_ANSI_Keypad9 = 0x5C
-};
-
-/* keycodes for keys that are independent of keyboard layout*/
-enum {
- kVK_Return = 0x24,
- kVK_Tab = 0x30,
- kVK_Space = 0x31,
- kVK_Delete = 0x33,
- kVK_Escape = 0x35,
- kVK_Command = 0x37,
- kVK_Shift = 0x38,
- kVK_CapsLock = 0x39,
- kVK_Option = 0x3A,
- kVK_Control = 0x3B,
- kVK_RightShift = 0x3C,
- kVK_RightOption = 0x3D,
- kVK_RightControl = 0x3E,
- kVK_Function = 0x3F,
- kVK_F17 = 0x40,
- kVK_VolumeUp = 0x48,
- kVK_VolumeDown = 0x49,
- kVK_Mute = 0x4A,
- kVK_F18 = 0x4F,
- kVK_F19 = 0x50,
- kVK_F20 = 0x5A,
- kVK_F5 = 0x60,
- kVK_F6 = 0x61,
- kVK_F7 = 0x62,
- kVK_F3 = 0x63,
- kVK_F8 = 0x64,
- kVK_F9 = 0x65,
- kVK_F11 = 0x67,
- kVK_F13 = 0x69,
- kVK_F16 = 0x6A,
- kVK_F14 = 0x6B,
- kVK_F10 = 0x6D,
- kVK_F12 = 0x6F,
- kVK_F15 = 0x71,
- kVK_Help = 0x72,
- kVK_Home = 0x73,
- kVK_PageUp = 0x74,
- kVK_ForwardDelete = 0x75,
- kVK_F4 = 0x76,
- kVK_End = 0x77,
- kVK_F2 = 0x78,
- kVK_PageDown = 0x79,
- kVK_F1 = 0x7A,
- kVK_LeftArrow = 0x7B,
- kVK_RightArrow = 0x7C,
- kVK_DownArrow = 0x7D,
- kVK_UpArrow = 0x7E
-};
-
-static char g_keycodeCharUnshifted[256] = {};
-static char g_keycodeCharShifted[256] = {};
-
-//static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_mouseWheelX = 0.0f;
-static float g_mouseWheelY = 0.0f;
-
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static size_t g_VboSize = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
-static float g_displayScale;
-
-static int usynergy_sockfd;
-static bool g_synergyPtrActive = false;
-static uint16_t g_mousePosX = 0;
-static uint16_t g_mousePosY = 0;
-
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
-bool ImGui_ImplIOS_CreateDeviceObjects();
-
-static NSString *g_serverName;
-
-uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
-{
- // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
- // uSynergy does not support SSL.
-
- NSLog( @"Connect Func!");
- struct addrinfo hints, *res;
-
- // first, load up address structs with getaddrinfo():
- memset(&hints, 0, sizeof hints);
- hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
- hints.ai_socktype = SOCK_STREAM;
-
- // get server address
- getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
-
- if (!res)
- {
- NSLog( @"Could not find server: %@", g_serverName );
- return USYNERGY_FALSE;
- }
-
- // make a socket:
- usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
-
- // connect it to the address and port we passed in to getaddrinfo():
- int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
- if (!ret) {
- NSLog( @"Connect succeeded...");
- } else {
- NSLog( @"Connect failed, %d", ret );
- }
-
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
-{
-// NSLog( @"Send Func" );
- send( usynergy_sockfd, buffer, length, 0 );
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
-{
- *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
-
- return USYNERGY_TRUE;
-}
-
-void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
-{
- usleep( timeMs * 1000 );
-}
-
-uint32_t ImGui_GetTimeFunc()
-{
- struct timeval tv;
- gettimeofday(&tv, NULL);
-
- return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
-}
-
-void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
-{
- puts(text);
-}
-
-void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
-{
- g_synergyPtrActive = active;
-// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
-}
-
-void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
- uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
-{
-// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
- uSynergyContext *ctx = (uSynergyContext*)cookie;
- g_mousePosX = x;
- g_mousePosY = y;
- g_mouseWheelX = wheelX;
- g_mouseWheelY = wheelY;
- g_MousePressed[0] = buttonLeft;
- g_MousePressed[1] = buttonMiddle;
- g_MousePressed[2] = buttonRight;
-
- ctx->m_mouseWheelX = 0;
- ctx->m_mouseWheelY = 0;
-}
-
-void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
- uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
-{
- int scanCode = key-1;
- // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
- ImGuiIO& io = ImGui::GetIO();
- io.KeysDown[key] = down;
- io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
- io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
- io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
- io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
-
- // Add this as keyboard input
- if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
- {
- // If this key maps to a character input, apply it
- int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
- io.AddInputCharacter((unsigned short)charForKeycode);
- }
-}
-
-void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
-{
- printf("Synergy: joystick callback TODO\n");
-}
-
-void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
-{
- printf("Synergy: clipboard callback TODO\n" );
-}
-
-@interface ImGuiHelper ()
-{
- BOOL _mouseDown;
- BOOL _mouseTapped;
- CGPoint _touchPos;
-
- uSynergyContext _synergyCtx;
- dispatch_queue_t _synergyQueue;
-}
-@property (nonatomic, weak) UIView *view;
-@property (nonatomic, strong) NSString *serverName;
-
-@end
-
-@implementation ImGuiHelper
-
-- (id) initWithView: (UIView *)view
-{
- self = [super init];
- if (self)
- {
- self.view = view;
-
- [self setupImGuiHooks];
- }
- return self;
-}
-
-- (void)setupKeymaps
-{
- // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
- // but this was the best I could come up with. There are some device independent API's available
- // to convert scan codes to unicode characters, but these are only available on mac and not
- // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
- // this or any way to get the character codes out of usynergy.
- g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
- g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
- g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
- g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
- g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
- g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
- g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
- g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
- g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
- g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
- g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
- g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
- g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
- g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
- g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
- g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
- g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
- g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
- g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
- g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
- g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
- g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
- g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
- g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
- g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
- g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
- g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
- g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
- g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
- g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
- g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
- g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
- g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
- g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharUnshifted[ kVK_Space ]=' ';
-
- g_keycodeCharShifted[ kVK_ANSI_A ]='A';
- g_keycodeCharShifted[ kVK_ANSI_S ]='S';
- g_keycodeCharShifted[ kVK_ANSI_D ]='D';
- g_keycodeCharShifted[ kVK_ANSI_F ]='F';
- g_keycodeCharShifted[ kVK_ANSI_H ]='H';
- g_keycodeCharShifted[ kVK_ANSI_G ]='G';
- g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
- g_keycodeCharShifted[ kVK_ANSI_X ]='X';
- g_keycodeCharShifted[ kVK_ANSI_C ]='C';
- g_keycodeCharShifted[ kVK_ANSI_V ]='V';
- g_keycodeCharShifted[ kVK_ANSI_B ]='B';
- g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
- g_keycodeCharShifted[ kVK_ANSI_W ]='W';
- g_keycodeCharShifted[ kVK_ANSI_E ]='E';
- g_keycodeCharShifted[ kVK_ANSI_R ]='R';
- g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
- g_keycodeCharShifted[ kVK_ANSI_T ]='T';
- g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
- g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
- g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
- g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
- g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
- g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
- g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
- g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
- g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
- g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
- g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
- g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
- g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
- g_keycodeCharShifted[ kVK_ANSI_O ]='O';
- g_keycodeCharShifted[ kVK_ANSI_U ]='U';
- g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
- g_keycodeCharShifted[ kVK_ANSI_I ]='I';
- g_keycodeCharShifted[ kVK_ANSI_P ]='P';
- g_keycodeCharShifted[ kVK_ANSI_L ]='L';
- g_keycodeCharShifted[ kVK_ANSI_J ]='J';
- g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
- g_keycodeCharShifted[ kVK_ANSI_K ]='K';
- g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
- g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
- g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
- g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
- g_keycodeCharShifted[ kVK_ANSI_N ]='N';
- g_keycodeCharShifted[ kVK_ANSI_M ]='M';
- g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
- g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharShifted[ kVK_Space ]=' ';
-}
-
-- (void)setupImGuiHooks
-{
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
-
- [self setupKeymaps];
-
- // Account for retina display for glScissor
- g_displayScale = [[UIScreen mainScreen] scale];
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
-
- io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
-
- UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
- [self.view addGestureRecognizer:panRecognizer];
-
- UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
- [self.view addGestureRecognizer:tapRecoginzer];
-
- // Fill out the Synergy key map
- // (for some reason synergy scan codes are off by 1)
- io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
- io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
- io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
- io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
- io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
- io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
- io.KeyMap[ImGuiKey_End] = kVK_End+1;
- io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
- io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
- io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
- io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
- io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
- io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
- io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
- io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
- io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
- io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
- io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
- io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
-}
-
-- (void)connectServer: (NSString*)serverName
-{
- self.serverName = serverName;
- g_serverName = serverName;
-
- // Init synergy
- NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
-
- uSynergyInit( &_synergyCtx );
- _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
- _synergyCtx.m_clientWidth = self.view.bounds.size.width;
- _synergyCtx.m_clientHeight = self.view.bounds.size.height;
-
- _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
- _synergyCtx.m_sendFunc = ImGui_SendFunc;
- _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
- _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
-
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
- _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
- _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
-
- _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
-
- // Create a background thread for synergy
- _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
- dispatch_async( _synergyQueue, ^{
- while (1)
- uSynergyUpdate(&_synergyCtx);
- });
-}
-
-
-- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
-{
-
- if ((recognizer.state == UIGestureRecognizerStateBegan) ||
- (recognizer.state == UIGestureRecognizerStateChanged))
- {
- _mouseDown = YES;
- _touchPos = [recognizer locationInView:self.view];
- }
- else
- {
- _mouseDown = NO;
- _touchPos = CGPointMake( -1, -1 );
- }
-}
-
-- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
-{
- _touchPos = [recognizer locationInView:self.view];
- _mouseTapped = YES;
-}
-
-- (void)render
-{
- ImGui::Render();
-}
-
-- (void)newFrame
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- if (!g_FontTexture)
- ImGui_ImplIOS_CreateDeviceObjects();
-
- io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
-
- io.MouseDrawCursor = g_synergyPtrActive;
- if (g_synergyPtrActive)
- {
- style.TouchExtraPadding = ImVec2(0.0, 0.0);
- io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
- for (int i=0; i < 3; i++)
- io.MouseDown[i] = g_MousePressed[i];
-
- // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
- io.MouseWheel = g_mouseWheelY / 500.0;
- io.MouseWheelH = g_mouseWheelX / 500.0;
- }
- else
- {
- // Synergy not active, use touch events
- style.TouchExtraPadding = ImVec2(4.0, 4.0);
- io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
- if ((_mouseDown) || (_mouseTapped))
- {
- io.MouseDown[0] = true;
- _mouseTapped = NO;
- }
- else
- {
- io.MouseDown[0] = false;
- }
- }
-
- ImGui::NewFrame();
-}
-@end
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
- GLint last_program, last_texture;
- glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- ImDrawList* cmd_list = draw_data->CmdLists[n];
- ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- if (g_VboSize < needed_vtx_size)
- {
- // Grow our buffer if needed
- g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
- }
-
- unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
- if (!vtx_data)
- continue;
- memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)(pcmd->ClipRect.x * g_displayScale),
- (int)((height - pcmd->ClipRect.w) * g_displayScale),
- (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
- (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
- glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glBindBuffer( GL_ARRAY_BUFFER, 0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glUseProgram(last_program);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-void ImGui_ImplIOS_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplIOS_CreateDeviceObjects()
-{
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "attribute highp vec2 Position;\n"
- "attribute highp vec2 UV;\n"
- "attribute highp vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "varying highp vec2 Frag_UV;\n"
- "varying highp vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
- NSLog(@"VERTEX Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glCompileShader(g_FragHandle);
-
-#if defined(DEBUG)
- glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
- NSLog(@"FRAGMENT Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- ImGui_ImplIOS_CreateFontsTexture();
-
- return true;
-}
diff --git a/examples/example_apple/imguiex-ios/main.m b/examples/example_apple/imguiex-ios/main.m
deleted file mode 100644
index faba099..0000000
--- a/examples/example_apple/imguiex-ios/main.m
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// main.m
-// imguiex
-//
-
-#import
-#import "AppDelegate.h"
-
-int main(int argc, char * argv[]) {
- @autoreleasepool {
- return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- }
-}
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.h b/examples/example_apple/imguiex-osx/AppDelegate.h
deleted file mode 100644
index 33d199b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.h
+++ /dev/null
@@ -1,15 +0,0 @@
-//
-// AppDelegate.h
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import
-
-@interface AppDelegate : NSObject
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.m b/examples/example_apple/imguiex-osx/AppDelegate.m
deleted file mode 100644
index 59e877b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.m
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// AppDelegate.m
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@property (weak) IBOutlet NSWindow *window;
-@end
-
-@implementation AppDelegate
-
-- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
- // Insert code here to initialize your application
-}
-
-- (void)applicationWillTerminate:(NSNotification *)aNotification {
- // Insert code here to tear down your application
-}
-
-@end
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index b13908f..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,64 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "1x"
- },
- {
- "size" : "512x512",
- "idiom" : "mac",
- "filename" : "icon_imgui_180x180.png",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png b/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/Contents.json b/examples/example_apple/imguiex-osx/Assets.xcassets/Contents.json
deleted file mode 100644
index da4a164..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/Contents.json
+++ /dev/null
@@ -1,6 +0,0 @@
-{
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-osx/Info.plist b/examples/example_apple/imguiex-osx/Info.plist
deleted file mode 100644
index ba1c2bb..0000000
--- a/examples/example_apple/imguiex-osx/Info.plist
+++ /dev/null
@@ -1,34 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIconFile
-
- CFBundleIdentifier
- $(PRODUCT_BUNDLE_IDENTIFIER)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSMinimumSystemVersion
- $(MACOSX_DEPLOYMENT_TARGET)
- NSHumanReadableCopyright
- Copyright © 2016 Joel Davis. All rights reserved.
- NSMainNibFile
- MainMenu
- NSPrincipalClass
- NSApplication
-
-
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index e9e23f7..9685974 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -33,16 +33,29 @@
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
+Breaking Changes:
+
+ - Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor `io.OptResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough.
+
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Window: Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909)
+ - Window: Added global io.OptResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
+ - Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+ - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+ - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+ - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+ - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
@@ -92,6 +105,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
diff --git a/README.md b/README.md
index 5b5fb2b..2abaf03 100644
--- a/README.md
+++ b/README.md
@@ -108,7 +108,7 @@
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
-- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
+- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
@@ -125,10 +125,9 @@
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
-- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
@@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
+
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools
@@ -316,10 +316,10 @@
- DotEmu
Salty caramel supporters:
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Supercell.
Caramel supporters:
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
diff --git a/examples/.gitignore b/examples/.gitignore
index d5786ab..9ce332b 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -21,6 +21,10 @@
project.xcworkspace
xcuserdata
+## Emscripten output
+*.out.js
+*.out.wasm
+
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
diff --git a/examples/README.txt b/examples/README.txt
index f754eef..99e718d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -101,11 +101,13 @@
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
+
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_win32.cpp ; Windows native API (Windows)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
@@ -113,7 +115,8 @@
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@@ -144,6 +147,7 @@
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
@@ -166,6 +170,17 @@
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
@@ -208,13 +223,6 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
-example_apple/
- OSX & iOS example + OpenGL2.
- THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
- On iOS, Using Synergy to access keyboard/mouse data from server computer.
- Synergy keyboard integration is rather hacky.
-
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md
deleted file mode 100644
index c2c8348..0000000
--- a/examples/example_apple/README.md
+++ /dev/null
@@ -1,43 +0,0 @@
-# iOS / OSX example
-
-## Introduction
-
-THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
-
-This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
-
-It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
-
-Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
-
-## How to Use on iOS
-
-* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
-* Run the example app.
-* Tap the "servername" button in the corner
-* Enter the name or the IP of your synergy host
-* If you had previously connected to a server, you may need to kill and re-start the app.
-
-## How to Build on OSX
-
-* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
-* Run the command: `brew install glfw3`
-* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
-* Click `Run` button
-
-## Notes and TODOs
-
-Things that would be nice but I didn't get around to doing:
-
-* iOS software keyboard not supported for text inputs
-* iOS hardware (bluetooth) keyboards not supported
-* Graceful disconnect/reconnect from uSynergy.
-* Copy/Paste not well-supported
-
-## C++ on iOS / OSX
-
-ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
-
-Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
-
-In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.h b/examples/example_apple/imguiex-ios/AppDelegate.h
deleted file mode 100644
index 82f1542..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.h
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// AppDelegate.h
-// imguiex
-
-#import
-
-@interface AppDelegate : UIResponder
-
-@property (strong, nonatomic) UIWindow *window;
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-ios/AppDelegate.m b/examples/example_apple/imguiex-ios/AppDelegate.m
deleted file mode 100644
index ab83101..0000000
--- a/examples/example_apple/imguiex-ios/AppDelegate.m
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// AppDelegate.m
-// imguiex
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@end
-
-@implementation AppDelegate
-
-
-- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- // Override point for customization after application launch.
- return YES;
-}
-
-- (void)applicationWillResignActive:(UIApplication *)application {
- // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
- // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
-}
-
-- (void)applicationDidEnterBackground:(UIApplication *)application {
- // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
- // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
-}
-
-- (void)applicationWillEnterForeground:(UIApplication *)application {
- // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
-}
-
-- (void)applicationDidBecomeActive:(UIApplication *)application {
- // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
-}
-
-- (void)applicationWillTerminate:(UIApplication *)application {
- // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib b/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
deleted file mode 100644
index 5717c00..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/LaunchScreen.xib
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard b/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
deleted file mode 100644
index 90dfb2e..0000000
--- a/examples/example_apple/imguiex-ios/Base.lproj/Main.storyboard
+++ /dev/null
@@ -1,44 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example_apple/imguiex-ios/GameViewController.h b/examples/example_apple/imguiex-ios/GameViewController.h
deleted file mode 100644
index 3323cfd..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.h
+++ /dev/null
@@ -1,12 +0,0 @@
-//
-// GameViewController.h
-// imguiex
-
-// This is the OpenGL Example template from XCode, modified to support ImGui
-
-#import
-#import
-
-@interface GameViewController : GLKViewController
-
-@end
diff --git a/examples/example_apple/imguiex-ios/GameViewController.m b/examples/example_apple/imguiex-ios/GameViewController.m
deleted file mode 100644
index 83444e9..0000000
--- a/examples/example_apple/imguiex-ios/GameViewController.m
+++ /dev/null
@@ -1,472 +0,0 @@
-//
-// GameViewController.m
-// imguiex
-//
-#import "GameViewController.h"
-#import
-
-#import "imgui_impl_ios.h"
-#import "debug_hud.h"
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-#define SERVERNAME_KEY @"ServerName"
-#define SERVERNAME_ALERT_TAG 10
-
-// Uniform index.
-enum
-{
- UNIFORM_MODELVIEWPROJECTION_MATRIX,
- UNIFORM_NORMAL_MATRIX,
- UNIFORM_DIFFUSE_COLOR,
- UNIFORM_COUNT_
-};
-static GLint uniforms[UNIFORM_COUNT_];
-
-// Attribute index.
-enum
-{
- ATTRIB_VERTEX,
- ATTRIB_NORMAL,
- ATTRIB_COUNT_
-};
-
-static const GLfloat gCubeVertexData[216] =
-{
- // Data layout for each line below is:
- // pos x/y/z, normal x/y/z,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
-};
-
-@interface GameViewController ()
-{
- GLuint _program;
- GLKMatrix4 _modelViewProjectionMatrix;
- GLKMatrix3 _normalMatrix;
- float _rotation;
- GLuint _vertexArray;
- GLuint _vertexBuffer;
- DebugHUD _hud;
-}
-@property (strong, nonatomic) EAGLContext* context;
-@property (strong, nonatomic) GLKBaseEffect* effect;
-@property (strong, nonatomic) ImGuiHelper* imgui;
-@property (weak, nonatomic) IBOutlet UIButton* btnServername;
-@property (strong, nonatomic) NSString* serverName;
-
-- (IBAction)onServernameTapped:(id)sender;
-
-- (void)setupGL;
-- (void)tearDownGL;
-
-- (BOOL)loadShaders;
-- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
-- (BOOL)linkProgram:(GLuint)prog;
-- (BOOL)validateProgram:(GLuint)prog;
-@end
-
-@implementation GameViewController
-
-- (void)viewDidLoad
-{
- [super viewDidLoad];
-
- self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
-
- if (!self.context)
- NSLog(@"Failed to create ES context");
-
- GLKView *view = (GLKView *)self.view;
- view.context = self.context;
- view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
-
- [self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
-
- [self setupGL];
-
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
- self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
- if (self.serverName)
- {
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
- [self.imgui connectServer: self.serverName ];
- }
-
- DebugHUD_InitDefaults(&_hud);
-}
-
-- (void)dealloc
-{
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
-}
-
-- (void)didReceiveMemoryWarning
-{
- [super didReceiveMemoryWarning];
-
- if ([self isViewLoaded] && ([[self view] window] == nil))
- {
- self.view = nil;
-
- [self tearDownGL];
-
- if ([EAGLContext currentContext] == self.context)
- [EAGLContext setCurrentContext:nil];
- self.context = nil;
- }
-
- // Dispose of any resources that can be recreated.
-}
-
-
-- (BOOL)prefersStatusBarHidden
-{
- return YES;
-}
-
-- (IBAction)onServernameTapped:(id)sender
-{
- UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
- alert.alertViewStyle = UIAlertViewStylePlainTextInput;
- alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
- [alert show];
-}
-
-- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
-{
- if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
- {
- // This is really janky. I usually just hardcode the servername since I'm building it anyway.
- // If you want to properly handle updating the server, you'll want to tear down and recreate
- // the usynergy stuff in connectServer
- BOOL serverNameWasSet = self.serverName.length > 0;
- NSString *serverName = [[alertView textFieldAtIndex:0] text];
-
- if ([serverName length] > 0)
- {
- self.serverName = serverName;
- NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
- [userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
- [userDefaults synchronize];
-
- [self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
-
- // If we hadn't previously connected, try now
- if (!serverNameWasSet)
- {
- [self.imgui connectServer:self.serverName];
- }
- else
- {
- UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
- message:@"Restart the app to connect the server"
- delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
- [alert show];
- }
- }
- }
-}
-
-- (void)setupGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- [self loadShaders];
-
- self.effect = [[GLKBaseEffect alloc] init];
- self.effect.light0.enabled = GL_TRUE;
- self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glGenVertexArraysOES(1, &_vertexArray);
- glBindVertexArrayOES(_vertexArray);
-
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(GLKVertexAttribPosition);
- glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(GLKVertexAttribNormal);
- glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
-
- glBindVertexArrayOES(0);
-}
-
-- (void)tearDownGL
-{
- [EAGLContext setCurrentContext:self.context];
-
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteVertexArraysOES(1, &_vertexArray);
-
- self.effect = nil;
-
- if (_program)
- {
- glDeleteProgram(_program);
- _program = 0;
- }
-}
-
-#pragma mark - GLKView and GLKViewController delegate methods
-
-- (void)update
-{
- float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
- GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
-
- self.effect.transform.projectionMatrix = projectionMatrix;
-
- GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
- baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
-
- // Compute the model view matrix for the object rendered with GLKit
- GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- self.effect.transform.modelviewMatrix = modelViewMatrix;
-
- // Compute the model view matrix for the object rendered with ES2
- modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
- modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
- modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
-
- _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
- _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
- _rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
-}
-
-
-- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
-{
- // Start the dear imgui frame
- [self.imgui newFrame];
-
- // Create some UI elements
- DebugHUD_DoInterface( &_hud );
-
- // Render
- glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBindVertexArrayOES(_vertexArray);
-
- // Render the object with GLKit
- [self.effect prepareToDraw];
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- // Render the object again with ES2
- glUseProgram(_program);
- glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
- glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
- glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
- self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
-
- // Render dear imgui as the last thing in the frame if possible
- [self.imgui render];
-}
-
-#pragma mark - OpenGL ES 2 shader compilation
-
-- (BOOL)loadShaders
-{
- GLuint vertShader, fragShader;
- NSString *vertShaderPathname, *fragShaderPathname;
-
- // Create shader program.
- _program = glCreateProgram();
-
- // Create and compile vertex shader.
- vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
- if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
- NSLog(@"Failed to compile vertex shader");
- return NO;
- }
-
- // Create and compile fragment shader.
- fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
- if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
- NSLog(@"Failed to compile fragment shader");
- return NO;
- }
-
- // Attach vertex shader to program.
- glAttachShader(_program, vertShader);
-
- // Attach fragment shader to program.
- glAttachShader(_program, fragShader);
-
- // Bind attribute locations.
- // This needs to be done prior to linking.
- glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
- glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
-
- // Link program.
- if (![self linkProgram:_program])
- {
- NSLog(@"Failed to link program: %d", _program);
-
- if (vertShader) {
- glDeleteShader(vertShader);
- vertShader = 0;
- }
- if (fragShader) {
- glDeleteShader(fragShader);
- fragShader = 0;
- }
- if (_program) {
- glDeleteProgram(_program);
- _program = 0;
- }
-
- return NO;
- }
-
- // Get uniform locations.
- uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
- uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
- uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
-
- // Release vertex and fragment shaders.
- if (vertShader)
- {
- glDetachShader(_program, vertShader);
- glDeleteShader(vertShader);
- }
- if (fragShader)
- {
- glDetachShader(_program, fragShader);
- glDeleteShader(fragShader);
- }
-
- return YES;
-}
-
-- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
-{
- GLint status;
- const GLchar *source;
-
- source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
- if (!source)
- {
- NSLog(@"Failed to load vertex shader");
- return NO;
- }
-
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &source, NULL);
- glCompileShader(*shader);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(*shader, logLength, &logLength, log);
- NSLog(@"Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
- if (status == 0)
- {
- glDeleteShader(*shader);
- return NO;
- }
-
- return YES;
-}
-
-- (BOOL)linkProgram:(GLuint)prog
-{
- GLint status;
- glLinkProgram(prog);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0)
- {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program link log:\n%s", log);
- free(log);
- }
-#endif
-
- glGetProgramiv(prog, GL_LINK_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-- (BOOL)validateProgram:(GLuint)prog
-{
- GLint logLength, status;
-
- glValidateProgram(prog);
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetProgramInfoLog(prog, logLength, &logLength, log);
- NSLog(@"Program validate log:\n%s", log);
- free(log);
- }
-
- glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
- if (status == 0)
- return NO;
- return YES;
-}
-
-@end
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index 06b60d8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,77 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "29x29",
- "scale" : "3x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "idiom" : "iphone",
- "size" : "40x40",
- "scale" : "3x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@2x~iphone.png",
- "scale" : "2x"
- },
- {
- "size" : "60x60",
- "idiom" : "iphone",
- "filename" : "icon_imgui_60@3x~iphone.png",
- "scale" : "3x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "29x29",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "1x"
- },
- {
- "idiom" : "ipad",
- "size" : "40x40",
- "scale" : "2x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76~ipad.png",
- "scale" : "1x"
- },
- {
- "size" : "76x76",
- "idiom" : "ipad",
- "filename" : "icon_imgui_76@2x~ipad.png",
- "scale" : "2x"
- },
- {
- "idiom" : "ipad",
- "size" : "83.5x83.5",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
deleted file mode 100644
index d728bc3..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@2x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_60@3x~iphone.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
deleted file mode 100644
index 67b08b8..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76@2x~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png b/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
deleted file mode 100644
index ae88e04..0000000
--- a/examples/example_apple/imguiex-ios/Images.xcassets/AppIcon.appiconset/icon_imgui_76~ipad.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/Info.plist b/examples/example_apple/imguiex-ios/Info.plist
deleted file mode 100644
index bc6f548..0000000
--- a/examples/example_apple/imguiex-ios/Info.plist
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
-
-
- CFBundleDevelopmentRegion
- en
- CFBundleExecutable
- $(EXECUTABLE_NAME)
- CFBundleIdentifier
- org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- $(PRODUCT_NAME)
- CFBundlePackageType
- APPL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleVersion
- 1
- LSRequiresIPhoneOS
-
- UILaunchStoryboardName
- LaunchScreen
- UIMainStoryboardFile
- Main
- UIRequiredDeviceCapabilities
-
- armv7
-
- UIStatusBarHidden
-
- UISupportedInterfaceOrientations
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
- UISupportedInterfaceOrientations~ipad
-
- UIInterfaceOrientationPortrait
- UIInterfaceOrientationPortraitUpsideDown
- UIInterfaceOrientationLandscapeLeft
- UIInterfaceOrientationLandscapeRight
-
-
-
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh b/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
deleted file mode 100644
index 4000524..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.fsh
+++ /dev/null
@@ -1,10 +0,0 @@
-//
-// Shader.fsh
-// imguiex
-
-varying lowp vec4 colorVarying;
-
-void main()
-{
- gl_FragColor = colorVarying;
-}
diff --git a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh b/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
deleted file mode 100644
index 313c3d7..0000000
--- a/examples/example_apple/imguiex-ios/Shaders/Shader.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-// Shader.vsh
-// imguiex
-
-attribute vec4 position;
-attribute vec3 normal;
-
-varying lowp vec4 colorVarying;
-
-uniform vec3 diffuseColor;
-uniform mat4 modelViewProjectionMatrix;
-uniform mat3 normalMatrix;
-
-void main()
-{
- vec3 eyeNormal = normalize(normalMatrix * normal);
- vec3 lightPosition = vec3(0.0, 0.0, 1.0);
-
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
-
- vec3 colorLit = diffuseColor * nDotVP;
- colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
-
- gl_Position = modelViewProjectionMatrix * position;
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.cpp b/examples/example_apple/imguiex-ios/debug_hud.cpp
deleted file mode 100644
index 28722b5..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-//
-// debug_hud.cpp
-// imguiex
-
-#include
-
-#include "debug_hud.h"
-#include "imgui.h"
-
-void DebugHUD_InitDefaults( DebugHUD *hud )
-{
- hud->show_demo_window = true;
- hud->show_another_window = true;
- hud->rotation_speed = 15.0f;
-
- hud->cubeColor1[0] = 0.4f;
- hud->cubeColor1[1] = 0.4f;
- hud->cubeColor1[2] = 1.0f;
- hud->cubeColor1[3] = 1.0f;
-
- hud->cubeColor2[0] = 1.0f;
- hud->cubeColor2[1] = 0.4f;
- hud->cubeColor2[2] = 0.4f;
- hud->cubeColor2[3] = 1.0f;
-
- hud->clearColor[0] = 0.45f;
- hud->clearColor[1] = 0.55f;
- hud->clearColor[2] = 0.60f;
- hud->clearColor[3] = 1.00f;
-}
-
-void DebugHUD_DoInterface(DebugHUD *hud)
-{
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
-
- ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &hud->show_another_window);
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- 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 your windows.
- if (hud->show_another_window)
- {
- ImGui::Begin("Another Window", &hud->show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
- ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
- ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
- if (ImGui::Button("Close Me"))
- hud->show_another_window = false;
- ImGui::End();
- }
-
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (hud->show_demo_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);
- }
-}
diff --git a/examples/example_apple/imguiex-ios/debug_hud.h b/examples/example_apple/imguiex-ios/debug_hud.h
deleted file mode 100644
index 0a90591..0000000
--- a/examples/example_apple/imguiex-ios/debug_hud.h
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// debug_hud.h
-// imguiex
-
-#pragma once
-
-typedef struct DebugHUD
-{
- bool show_demo_window;
- bool show_another_window;
- float rotation_speed;
- float cubeColor1[4];
- float cubeColor2[4];
- float clearColor[4];
-} DebugHUD;
-
-#if __cplusplus
-extern "C" {
-#endif
-
-void DebugHUD_InitDefaults(DebugHUD *hud);
-void DebugHUD_DoInterface(DebugHUD *hud);
-
-#if __cplusplus
-}
-#endif
diff --git a/examples/example_apple/imguiex-ios/imgui_ex_icon.png b/examples/example_apple/imguiex-ios/imgui_ex_icon.png
deleted file mode 100644
index 820e4d7..0000000
--- a/examples/example_apple/imguiex-ios/imgui_ex_icon.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.h b/examples/example_apple/imguiex-ios/imgui_impl_ios.h
deleted file mode 100644
index 9b01dd3..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.h
+++ /dev/null
@@ -1,22 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// by Joel Davis (joeld42@gmail.com)
-
-#pragma once
-
-#include
-#include
-
-@interface ImGuiHelper : NSObject
-
-- (id) initWithView: (UIView *)view;
-
-- (void)connectServer: (NSString*)serverName;
-
-- (void)render;
-- (void)newFrame;
-
-@end
diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
deleted file mode 100644
index df2df27..0000000
--- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm
+++ /dev/null
@@ -1,803 +0,0 @@
-// ImGui iOS+OpenGL+Synergy binding
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
-// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
-
-// TODO:
-// - Clipboard is not supported.
-
-#import
-#import
-
-#include
-#include
-#include
-#include
-
-#include "imgui_impl_ios.h"
-#include "imgui.h"
-
-#include "uSynergy.h"
-
-// From Carbon HIToolbox/Events.h
-// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
-enum {
- kVK_ANSI_A = 0x00,
- kVK_ANSI_S = 0x01,
- kVK_ANSI_D = 0x02,
- kVK_ANSI_F = 0x03,
- kVK_ANSI_H = 0x04,
- kVK_ANSI_G = 0x05,
- kVK_ANSI_Z = 0x06,
- kVK_ANSI_X = 0x07,
- kVK_ANSI_C = 0x08,
- kVK_ANSI_V = 0x09,
- kVK_ANSI_B = 0x0B,
- kVK_ANSI_Q = 0x0C,
- kVK_ANSI_W = 0x0D,
- kVK_ANSI_E = 0x0E,
- kVK_ANSI_R = 0x0F,
- kVK_ANSI_Y = 0x10,
- kVK_ANSI_T = 0x11,
- kVK_ANSI_1 = 0x12,
- kVK_ANSI_2 = 0x13,
- kVK_ANSI_3 = 0x14,
- kVK_ANSI_4 = 0x15,
- kVK_ANSI_6 = 0x16,
- kVK_ANSI_5 = 0x17,
- kVK_ANSI_Equal = 0x18,
- kVK_ANSI_9 = 0x19,
- kVK_ANSI_7 = 0x1A,
- kVK_ANSI_Minus = 0x1B,
- kVK_ANSI_8 = 0x1C,
- kVK_ANSI_0 = 0x1D,
- kVK_ANSI_RightBracket = 0x1E,
- kVK_ANSI_O = 0x1F,
- kVK_ANSI_U = 0x20,
- kVK_ANSI_LeftBracket = 0x21,
- kVK_ANSI_I = 0x22,
- kVK_ANSI_P = 0x23,
- kVK_ANSI_L = 0x25,
- kVK_ANSI_J = 0x26,
- kVK_ANSI_Quote = 0x27,
- kVK_ANSI_K = 0x28,
- kVK_ANSI_Semicolon = 0x29,
- kVK_ANSI_Backslash = 0x2A,
- kVK_ANSI_Comma = 0x2B,
- kVK_ANSI_Slash = 0x2C,
- kVK_ANSI_N = 0x2D,
- kVK_ANSI_M = 0x2E,
- kVK_ANSI_Period = 0x2F,
- kVK_ANSI_Grave = 0x32,
- kVK_ANSI_KeypadDecimal = 0x41,
- kVK_ANSI_KeypadMultiply = 0x43,
- kVK_ANSI_KeypadPlus = 0x45,
- kVK_ANSI_KeypadClear = 0x47,
- kVK_ANSI_KeypadDivide = 0x4B,
- kVK_ANSI_KeypadEnter = 0x4C,
- kVK_ANSI_KeypadMinus = 0x4E,
- kVK_ANSI_KeypadEquals = 0x51,
- kVK_ANSI_Keypad0 = 0x52,
- kVK_ANSI_Keypad1 = 0x53,
- kVK_ANSI_Keypad2 = 0x54,
- kVK_ANSI_Keypad3 = 0x55,
- kVK_ANSI_Keypad4 = 0x56,
- kVK_ANSI_Keypad5 = 0x57,
- kVK_ANSI_Keypad6 = 0x58,
- kVK_ANSI_Keypad7 = 0x59,
- kVK_ANSI_Keypad8 = 0x5B,
- kVK_ANSI_Keypad9 = 0x5C
-};
-
-/* keycodes for keys that are independent of keyboard layout*/
-enum {
- kVK_Return = 0x24,
- kVK_Tab = 0x30,
- kVK_Space = 0x31,
- kVK_Delete = 0x33,
- kVK_Escape = 0x35,
- kVK_Command = 0x37,
- kVK_Shift = 0x38,
- kVK_CapsLock = 0x39,
- kVK_Option = 0x3A,
- kVK_Control = 0x3B,
- kVK_RightShift = 0x3C,
- kVK_RightOption = 0x3D,
- kVK_RightControl = 0x3E,
- kVK_Function = 0x3F,
- kVK_F17 = 0x40,
- kVK_VolumeUp = 0x48,
- kVK_VolumeDown = 0x49,
- kVK_Mute = 0x4A,
- kVK_F18 = 0x4F,
- kVK_F19 = 0x50,
- kVK_F20 = 0x5A,
- kVK_F5 = 0x60,
- kVK_F6 = 0x61,
- kVK_F7 = 0x62,
- kVK_F3 = 0x63,
- kVK_F8 = 0x64,
- kVK_F9 = 0x65,
- kVK_F11 = 0x67,
- kVK_F13 = 0x69,
- kVK_F16 = 0x6A,
- kVK_F14 = 0x6B,
- kVK_F10 = 0x6D,
- kVK_F12 = 0x6F,
- kVK_F15 = 0x71,
- kVK_Help = 0x72,
- kVK_Home = 0x73,
- kVK_PageUp = 0x74,
- kVK_ForwardDelete = 0x75,
- kVK_F4 = 0x76,
- kVK_End = 0x77,
- kVK_F2 = 0x78,
- kVK_PageDown = 0x79,
- kVK_F1 = 0x7A,
- kVK_LeftArrow = 0x7B,
- kVK_RightArrow = 0x7C,
- kVK_DownArrow = 0x7D,
- kVK_UpArrow = 0x7E
-};
-
-static char g_keycodeCharUnshifted[256] = {};
-static char g_keycodeCharShifted[256] = {};
-
-//static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_mouseWheelX = 0.0f;
-static float g_mouseWheelY = 0.0f;
-
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static size_t g_VboSize = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
-static float g_displayScale;
-
-static int usynergy_sockfd;
-static bool g_synergyPtrActive = false;
-static uint16_t g_mousePosX = 0;
-static uint16_t g_mousePosY = 0;
-
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
-bool ImGui_ImplIOS_CreateDeviceObjects();
-
-static NSString *g_serverName;
-
-uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
-{
- // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
- // uSynergy does not support SSL.
-
- NSLog( @"Connect Func!");
- struct addrinfo hints, *res;
-
- // first, load up address structs with getaddrinfo():
- memset(&hints, 0, sizeof hints);
- hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
- hints.ai_socktype = SOCK_STREAM;
-
- // get server address
- getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
-
- if (!res)
- {
- NSLog( @"Could not find server: %@", g_serverName );
- return USYNERGY_FALSE;
- }
-
- // make a socket:
- usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
-
- // connect it to the address and port we passed in to getaddrinfo():
- int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
- if (!ret) {
- NSLog( @"Connect succeeded...");
- } else {
- NSLog( @"Connect failed, %d", ret );
- }
-
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
-{
-// NSLog( @"Send Func" );
- send( usynergy_sockfd, buffer, length, 0 );
-
- return USYNERGY_TRUE;
-}
-
-uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
-{
- *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
-
- return USYNERGY_TRUE;
-}
-
-void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
-{
- usleep( timeMs * 1000 );
-}
-
-uint32_t ImGui_GetTimeFunc()
-{
- struct timeval tv;
- gettimeofday(&tv, NULL);
-
- return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
-}
-
-void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
-{
- puts(text);
-}
-
-void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
-{
- g_synergyPtrActive = active;
-// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
-}
-
-void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
- uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
-{
-// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
- uSynergyContext *ctx = (uSynergyContext*)cookie;
- g_mousePosX = x;
- g_mousePosY = y;
- g_mouseWheelX = wheelX;
- g_mouseWheelY = wheelY;
- g_MousePressed[0] = buttonLeft;
- g_MousePressed[1] = buttonMiddle;
- g_MousePressed[2] = buttonRight;
-
- ctx->m_mouseWheelX = 0;
- ctx->m_mouseWheelY = 0;
-}
-
-void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
- uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
-{
- int scanCode = key-1;
- // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
- ImGuiIO& io = ImGui::GetIO();
- io.KeysDown[key] = down;
- io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
- io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
- io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
- io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
-
- // Add this as keyboard input
- if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
- {
- // If this key maps to a character input, apply it
- int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
- io.AddInputCharacter((unsigned short)charForKeycode);
- }
-}
-
-void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
-{
- printf("Synergy: joystick callback TODO\n");
-}
-
-void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
-{
- printf("Synergy: clipboard callback TODO\n" );
-}
-
-@interface ImGuiHelper ()
-{
- BOOL _mouseDown;
- BOOL _mouseTapped;
- CGPoint _touchPos;
-
- uSynergyContext _synergyCtx;
- dispatch_queue_t _synergyQueue;
-}
-@property (nonatomic, weak) UIView *view;
-@property (nonatomic, strong) NSString *serverName;
-
-@end
-
-@implementation ImGuiHelper
-
-- (id) initWithView: (UIView *)view
-{
- self = [super init];
- if (self)
- {
- self.view = view;
-
- [self setupImGuiHooks];
- }
- return self;
-}
-
-- (void)setupKeymaps
-{
- // The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
- // but this was the best I could come up with. There are some device independent API's available
- // to convert scan codes to unicode characters, but these are only available on mac and not
- // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
- // this or any way to get the character codes out of usynergy.
- g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
- g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
- g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
- g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
- g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
- g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
- g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
- g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
- g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
- g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
- g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
- g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
- g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
- g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
- g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
- g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
- g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
- g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
- g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
- g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
- g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
- g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
- g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
- g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
- g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
- g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
- g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
- g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
- g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
- g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
- g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
- g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
- g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
- g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharUnshifted[ kVK_Space ]=' ';
-
- g_keycodeCharShifted[ kVK_ANSI_A ]='A';
- g_keycodeCharShifted[ kVK_ANSI_S ]='S';
- g_keycodeCharShifted[ kVK_ANSI_D ]='D';
- g_keycodeCharShifted[ kVK_ANSI_F ]='F';
- g_keycodeCharShifted[ kVK_ANSI_H ]='H';
- g_keycodeCharShifted[ kVK_ANSI_G ]='G';
- g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
- g_keycodeCharShifted[ kVK_ANSI_X ]='X';
- g_keycodeCharShifted[ kVK_ANSI_C ]='C';
- g_keycodeCharShifted[ kVK_ANSI_V ]='V';
- g_keycodeCharShifted[ kVK_ANSI_B ]='B';
- g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
- g_keycodeCharShifted[ kVK_ANSI_W ]='W';
- g_keycodeCharShifted[ kVK_ANSI_E ]='E';
- g_keycodeCharShifted[ kVK_ANSI_R ]='R';
- g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
- g_keycodeCharShifted[ kVK_ANSI_T ]='T';
- g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
- g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
- g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
- g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
- g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
- g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
- g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
- g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
- g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
- g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
- g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
- g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
- g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
- g_keycodeCharShifted[ kVK_ANSI_O ]='O';
- g_keycodeCharShifted[ kVK_ANSI_U ]='U';
- g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
- g_keycodeCharShifted[ kVK_ANSI_I ]='I';
- g_keycodeCharShifted[ kVK_ANSI_P ]='P';
- g_keycodeCharShifted[ kVK_ANSI_L ]='L';
- g_keycodeCharShifted[ kVK_ANSI_J ]='J';
- g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
- g_keycodeCharShifted[ kVK_ANSI_K ]='K';
- g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
- g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
- g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
- g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
- g_keycodeCharShifted[ kVK_ANSI_N ]='N';
- g_keycodeCharShifted[ kVK_ANSI_M ]='M';
- g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
- g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
- g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
- g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
- g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
- g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
- g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
- g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
- g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
- g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
- g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
- g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
- g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
- g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
- g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
- g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
- g_keycodeCharShifted[ kVK_Space ]=' ';
-}
-
-- (void)setupImGuiHooks
-{
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
-
- [self setupKeymaps];
-
- // Account for retina display for glScissor
- g_displayScale = [[UIScreen mainScreen] scale];
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
-
- io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
-
- UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
- [self.view addGestureRecognizer:panRecognizer];
-
- UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
- [self.view addGestureRecognizer:tapRecoginzer];
-
- // Fill out the Synergy key map
- // (for some reason synergy scan codes are off by 1)
- io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
- io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
- io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
- io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
- io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
- io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
- io.KeyMap[ImGuiKey_End] = kVK_End+1;
- io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
- io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
- io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
- io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
- io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
- io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
- io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
- io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
- io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
- io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
- io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
- io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
-}
-
-- (void)connectServer: (NSString*)serverName
-{
- self.serverName = serverName;
- g_serverName = serverName;
-
- // Init synergy
- NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
-
- uSynergyInit( &_synergyCtx );
- _synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
- _synergyCtx.m_clientWidth = self.view.bounds.size.width;
- _synergyCtx.m_clientHeight = self.view.bounds.size.height;
-
- _synergyCtx.m_connectFunc = ImGui_ConnectFunc;
- _synergyCtx.m_sendFunc = ImGui_SendFunc;
- _synergyCtx.m_receiveFunc = ImGui_RecvFunc;
- _synergyCtx.m_sleepFunc = ImGui_SleepFunc;
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
-
- _synergyCtx.m_traceFunc = ImGui_TraceFunc;
- _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
- _synergyCtx.m_mouseCallback = ImGui_MouseCallback;
- _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
-
- _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
-
- // Create a background thread for synergy
- _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
- dispatch_async( _synergyQueue, ^{
- while (1)
- uSynergyUpdate(&_synergyCtx);
- });
-}
-
-
-- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
-{
-
- if ((recognizer.state == UIGestureRecognizerStateBegan) ||
- (recognizer.state == UIGestureRecognizerStateChanged))
- {
- _mouseDown = YES;
- _touchPos = [recognizer locationInView:self.view];
- }
- else
- {
- _mouseDown = NO;
- _touchPos = CGPointMake( -1, -1 );
- }
-}
-
-- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
-{
- _touchPos = [recognizer locationInView:self.view];
- _mouseTapped = YES;
-}
-
-- (void)render
-{
- ImGui::Render();
-}
-
-- (void)newFrame
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- if (!g_FontTexture)
- ImGui_ImplIOS_CreateDeviceObjects();
-
- io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
-
- io.MouseDrawCursor = g_synergyPtrActive;
- if (g_synergyPtrActive)
- {
- style.TouchExtraPadding = ImVec2(0.0, 0.0);
- io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
- for (int i=0; i < 3; i++)
- io.MouseDown[i] = g_MousePressed[i];
-
- // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
- io.MouseWheel = g_mouseWheelY / 500.0;
- io.MouseWheelH = g_mouseWheelX / 500.0;
- }
- else
- {
- // Synergy not active, use touch events
- style.TouchExtraPadding = ImVec2(4.0, 4.0);
- io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
- if ((_mouseDown) || (_mouseTapped))
- {
- io.MouseDown[0] = true;
- _mouseTapped = NO;
- }
- else
- {
- io.MouseDown[0] = false;
- }
- }
-
- ImGui::NewFrame();
-}
-@end
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
-static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
-{
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
- GLint last_program, last_texture;
- glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- ImDrawList* cmd_list = draw_data->CmdLists[n];
- ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- if (g_VboSize < needed_vtx_size)
- {
- // Grow our buffer if needed
- g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
- }
-
- unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
- if (!vtx_data)
- continue;
- memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)(pcmd->ClipRect.x * g_displayScale),
- (int)((height - pcmd->ClipRect.w) * g_displayScale),
- (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
- (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
- glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glBindBuffer( GL_ARRAY_BUFFER, 0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glUseProgram(last_program);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-void ImGui_ImplIOS_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplIOS_CreateDeviceObjects()
-{
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "attribute highp vec2 Position;\n"
- "attribute highp vec2 UV;\n"
- "attribute highp vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "varying highp vec2 Frag_UV;\n"
- "varying highp vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
-
-#if defined(DEBUG)
- GLint logLength;
- glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
- NSLog(@"VERTEX Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glCompileShader(g_FragHandle);
-
-#if defined(DEBUG)
- glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- GLchar *log = (GLchar *)malloc(logLength);
- glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
- NSLog(@"FRAGMENT Shader compile log:\n%s", log);
- free(log);
- }
-#endif
-
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
-
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- ImGui_ImplIOS_CreateFontsTexture();
-
- return true;
-}
diff --git a/examples/example_apple/imguiex-ios/main.m b/examples/example_apple/imguiex-ios/main.m
deleted file mode 100644
index faba099..0000000
--- a/examples/example_apple/imguiex-ios/main.m
+++ /dev/null
@@ -1,13 +0,0 @@
-//
-// main.m
-// imguiex
-//
-
-#import
-#import "AppDelegate.h"
-
-int main(int argc, char * argv[]) {
- @autoreleasepool {
- return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- }
-}
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.h b/examples/example_apple/imguiex-osx/AppDelegate.h
deleted file mode 100644
index 33d199b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.h
+++ /dev/null
@@ -1,15 +0,0 @@
-//
-// AppDelegate.h
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import
-
-@interface AppDelegate : NSObject
-
-
-@end
-
diff --git a/examples/example_apple/imguiex-osx/AppDelegate.m b/examples/example_apple/imguiex-osx/AppDelegate.m
deleted file mode 100644
index 59e877b..0000000
--- a/examples/example_apple/imguiex-osx/AppDelegate.m
+++ /dev/null
@@ -1,26 +0,0 @@
-//
-// AppDelegate.m
-// imguiex-osx
-//
-// Created by James Chen on 4/5/16.
-// Copyright © 2016 Joel Davis. All rights reserved.
-//
-
-#import "AppDelegate.h"
-
-@interface AppDelegate ()
-
-@property (weak) IBOutlet NSWindow *window;
-@end
-
-@implementation AppDelegate
-
-- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
- // Insert code here to initialize your application
-}
-
-- (void)applicationWillTerminate:(NSNotification *)aNotification {
- // Insert code here to tear down your application
-}
-
-@end
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json b/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
deleted file mode 100644
index b13908f..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/Contents.json
+++ /dev/null
@@ -1,64 +0,0 @@
-{
- "images" : [
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "16x16",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "32x32",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "128x128",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "1x"
- },
- {
- "idiom" : "mac",
- "size" : "256x256",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "1x"
- },
- {
- "size" : "512x512",
- "idiom" : "mac",
- "filename" : "icon_imgui_180x180.png",
- "scale" : "2x"
- },
- {
- "idiom" : "mac",
- "size" : "512x512",
- "scale" : "2x"
- }
- ],
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png b/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png
deleted file mode 100644
index f48b799..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/AppIcon.appiconset/icon_imgui_180x180.png
+++ /dev/null
Binary files differ
diff --git a/examples/example_apple/imguiex-osx/Assets.xcassets/Contents.json b/examples/example_apple/imguiex-osx/Assets.xcassets/Contents.json
deleted file mode 100644
index da4a164..0000000
--- a/examples/example_apple/imguiex-osx/Assets.xcassets/Contents.json
+++ /dev/null
@@ -1,6 +0,0 @@
-{
- "info" : {
- "version" : 1,
- "author" : "xcode"
- }
-}
\ No newline at end of file
diff --git a/examples/example_apple/imguiex-osx/Info.plist b/examples/example_apple/imguiex-osx/Info.plist
deleted file mode 100644
index ba1c2bb..0000000
--- a/examples/example_apple/imguiex-osx/Info.plist
+++ /dev/null
@@ -1,34 +0,0 @@
-
-
-
-