Examples: Removed old example_apple/ + tweak comments (#1873)
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@@ -90,22 +90,17 @@ Most the example bindings are split in 2 parts:
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- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" 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 imgui to communicate platform-specific requests such as
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"create an additional OS window", "create a render context", "get the OS position of this window" etc.
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When using this feature, the coupling with your OS/renderer becomes much tighter than a regular imgui
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integration. It is also much more complicated and require more work to integrate correctly.
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If you are new to imgui and you are trying to integrate it into your application, first try to ignore
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everything related to Viewport and Platform Windows. You'll be able to come back to it later!
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Note that if you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit
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from improvements and fixes related to viewports and platform windows without extra work on your side.
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See 'ImGuiPlatformIO' for details.
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platform and renderer bindings, which allows 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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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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imgui_impl_osx.mm ; macOS native API
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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 ; Windows native API (Windows)
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
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List of Renderer Bindings in this repository:
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@@ -168,6 +163,17 @@ example_win32_directx12/
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This is quite long and tedious, because: DirectX12.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
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example_apple_metal/
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OSX & iOS + Metal.
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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Note that instead of the OSX bindings, you may want to use GLFW or SDL which will also support Windows, Linux along with OSX.
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= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
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example_apple_opengl2/
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OSX + OpenGL2.
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Note that instead of the OSX bindings, you may want to use GLFW or SDL which will also support Windows, Linux along with OSX.
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= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
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example_glfw_opengl2/
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
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@@ -210,22 +216,6 @@ example_sdl_vulkan/
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This is quite long and tedious, because: Vulkan.
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
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example_apple_metal/
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OSX & iOS + Metal.
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It is based on the cross-platform game template provided with Xcode as of Xcode 9.
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= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
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example_apple_opengl2/
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OSX Cocoa + OpenGL2.
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= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
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example_apple/
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OSX & iOS example + OpenGL2.
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THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
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Consider using the example_glfw_opengl3/ or example_osx_opengl2/ example instead.
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On iOS, Using Synergy to access keyboard/mouse data from server computer.
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Synergy keyboard integration is rather hacky.
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example_allegro5/
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Allegro 5 example.
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= main.cpp + imgui_impl_allegro5.cpp
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