Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency.
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@@ -12,19 +12,19 @@ Dear ImGui is highly portable and only requires a few things to run and render:
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- Providing a render function to render indexed textured triangles
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- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
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This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
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This is essentially what the example backends in this folder are providing + obligatory portability cruft.
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It is important to understand the difference between the core Dear ImGui library (files in the root folder)
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and examples bindings which we are describing here (examples/ folder).
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You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
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and examples backends which we are describing here (examples/ folder).
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You should be able to write backends for pretty much any platform and any 3D graphics API. With some extra
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effort you can even perform the rendering remotely, on a different machine than the one running the logic.
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This folder contains two things:
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- Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
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- Example backends for popular platforms/graphics API, which you can use as is or adapt for your own use.
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They are the imgui_impl_XXXX files found in the examples/ folder.
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- Example applications (standalone, ready-to-build) using the aforementioned bindings.
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- Example applications (standalone, ready-to-build) using the aforementioned backends.
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They are the in the XXXX_example/ sub-folders.
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You can find binaries of some of those example applications at:
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@@ -63,25 +63,25 @@ You can find binaries of some of those example applications at:
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---------------------------------------
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EXAMPLE BINDINGS
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EXAMPLE BACKENDS
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---------------------------------------
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Most the example bindings are split in 2 parts:
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Most the example backends are split in 2 parts:
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- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
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- The "Platform" backends, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
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Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc.
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- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
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- The "Renderer" backends, in charge of: creating the main font texture, rendering imgui draw data.
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Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc.
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- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
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- The example _applications_ usually combine 1 platform + 1 renderer backend to create a working program.
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Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
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- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
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- Some backends for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
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This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
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- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
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your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
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- If you use your own engine, you may decide to use some of existing backends and/or rewrite some using
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your own API. As a recommendation, if you are new to Dear ImGui, try using the existing backend as-is
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first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
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imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
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In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
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@@ -91,29 +91,29 @@ Most the example bindings are split in 2 parts:
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Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
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Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
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using your own functions, etc.
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Please consider using the bindings to the lower-level platform/graphics API as-is.
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Please consider using the backends to the lower-level platform/graphics API as-is.
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Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
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Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
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Suggestion: step 1: try using a non-portable backend first (e.g. win32 + underlying graphics API)!
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This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
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works and is bound, you can rewrite the code using your own systems.
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- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
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seamlessly detached from the main application window. This is achieved using an extra layer to the
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platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests.
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platform and renderer backends, which allows Dear ImGui to communicate platform-specific requests.
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If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
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improvements and fixes related to viewports and platform windows without extra work on your side.
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List of Platforms Bindings in this repository:
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List of Platforms Backends in this repository:
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
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imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!)
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List of Renderer Bindings in this repository:
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List of Renderer Backends in this repository:
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imgui_impl_dx9.cpp ; DirectX9
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imgui_impl_dx10.cpp ; DirectX10
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@@ -124,7 +124,7 @@ List of Renderer Bindings in this repository:
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_vulkan.cpp ; Vulkan
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List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
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List of high-level Frameworks Backends in this repository: (combine Platform + Renderer)
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imgui_impl_allegro5.cpp
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imgui_impl_marmalade.cpp
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@@ -132,7 +132,7 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
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Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
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imgui_impl_opengl3.cpp, but other combinations are possible.
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Third-party framework, graphics API and languages bindings are listed at:
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Third-party framework, graphics API and languages backends are listed at:
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https://github.com/ocornut/imgui/wiki/Bindings
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@@ -181,14 +181,14 @@ example_apple_metal/
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OSX & iOS + Metal.
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= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
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You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
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example_apple_opengl2/
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OSX + OpenGL2.
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= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
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You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
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example_empscripten:
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Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
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