forked from Green-Sky/tomato
update imgui to v1.91.7
Merge commit 'b8ca49f7dc267a5f3a234b0b768c892a732ba83e'
This commit is contained in:
46
external/imgui/imgui/docs/EXAMPLES.md
vendored
46
external/imgui/imgui/docs/EXAMPLES.md
vendored
@@ -139,8 +139,8 @@ This support building with Emscripten and targeting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
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SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
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This requires SDL 2.0.18+ (released November 2021) <BR>
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[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
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@@ -149,6 +149,26 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
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This is quite long and tedious, because: Vulkan. <BR>
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For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
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[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
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SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders. <BR>
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This support building with Emscripten and targeting WebGL.<BR>
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[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/) <BR>
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SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
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[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/) <BR>
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SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
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[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
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SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
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This is quite long and tedious, because: Vulkan. <BR>
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For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
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[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
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DirectX9 example, Windows only. <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
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@@ -167,15 +187,19 @@ DirectX12 example, Windows only. <BR>
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This is quite long and tedious, because: DirectX12.
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[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
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Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR>
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Raw Windows + OpenGL3 example (modern, programmable pipeline) <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
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[example_win32_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_vulkan/) <BR>
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Raw Windows + Vulkan example <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_vulkan.cpp <BR>
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### Miscellaneous
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**Building**
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Unfortunately nowadays it is still tedious to create and maintain portable build files using external
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Unfortunately, nowadays it is still tedious to create and maintain portable build files using external
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libraries (the kind we're using here to create a window and render 3D triangles) without relying on
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third party software and build systems. For most examples here we choose to provide:
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- Makefiles for Linux/OSX
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@@ -191,22 +215,22 @@ If you are interested in using Cmake to build and links examples, see:
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**About mouse cursor latency**
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Dear ImGui has no particular extra lag for most behaviors,
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Dear ImGui does not introduce significant extra lag for most behaviors,
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e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
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to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
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However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
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path and will feel smoother than the majority of contents rendered via regular graphics API (including,
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However, consider that OS mouse cursors are typically rendered through a very specific hardware-accelerated
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path, which makes them feel smoother than the majority of content rendered via regular graphics API (including,
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but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
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as the mouse, that disconnect may be jarring to particularly sensitive users.
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You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
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using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
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regularly rendered software cursor.
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However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
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However, rendering a mouse cursor at 60 FPS will feel sluggish, so you likely won't want to enable that at
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all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
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when an interactive drag is in progress.
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Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
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If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
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drawing a flat 2D shape directly under the mouse cursor!
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Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings.
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If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple
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2D shape directly under the mouse cursor to help identify the issue!
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