Examples: Added README into the Visual Studio solution to people are less likely to miss it.
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@@ -2,15 +2,17 @@ Those are standalone ready-to-build applications to demonstrate ImGui.
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Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries
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TL;DR;
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Newcomers, read 'Programmer guide' imgui.cpp for notes on how to setup ImGui in your codebase.
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Refer to 'opengl_example' to understand how the library is setup, because it is the simplest one.
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Copy the imgui_impl_xxx.cpp/.h files you need if you are using one of provided rendering/IO backends.
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If using different or your own backend, copy opengl_example/imgui_impl_opengl.cpp/.h to get started.
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- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
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- Refer to 'opengl_example' to understand how the library is setup, it is the simplest one.
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The other examples requires more boilerplate and are harder to read.
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- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
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to your project and use them unmodified.
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- If you have your own engine, you probably want to start from 'opengl_example' and adapt it to
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your engine, but you can read the other examples as well.
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ImGui is highly portable and only requires a few things to run:
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- Providing mouse/keyboard inputs
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- Load the font atlas texture into GPU memory
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- Load the font atlas texture into graphics memory
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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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So this is essentially what those examples are doing + the obligatory cruft for portability.
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