diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp index f9abe756e..3c9c9770e 100644 --- a/examples/allegro5_example/main.cpp +++ b/examples/allegro5_example/main.cpp @@ -25,6 +25,10 @@ int main(int, char**) // Setup ImGui binding ImGui_ImplA5_Init(display); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -69,15 +73,17 @@ int main(int, char**) ImGui_ImplA5_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { - static float f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + static float f = 0.0f; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; + 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 the window. @@ -91,7 +97,7 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + 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(&show_demo_window); } diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp index c451322a2..c81f273d1 100644 --- a/examples/apple_example/imguiex-ios/debug_hud.cpp +++ b/examples/apple_example/imguiex-ios/debug_hud.cpp @@ -28,7 +28,7 @@ void DebugHUD_DoInterface(DebugHUD *hud) { if (hud->show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + 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/directx10_example/main.cpp b/examples/directx10_example/main.cpp index 1d7da4b06..ecfc156a5 100644 --- a/examples/directx10_example/main.cpp +++ b/examples/directx10_example/main.cpp @@ -125,6 +125,10 @@ int main(int, char**) // Setup ImGui binding ImGui_ImplDX10_Init(hwnd, g_pd3dDevice); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -163,14 +167,16 @@ int main(int, char**) ImGui_ImplDX10_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } @@ -185,7 +191,7 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + 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(&show_demo_window); } diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp index 1c6f84a20..d7eb1df24 100644 --- a/examples/directx11_example/main.cpp +++ b/examples/directx11_example/main.cpp @@ -128,6 +128,10 @@ int main(int, char**) // Setup ImGui binding ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -166,14 +170,16 @@ int main(int, char**) ImGui_ImplDX11_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } @@ -188,7 +194,7 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + 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(&show_demo_window); } diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index 7ada228dd..09a109d98 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -77,6 +77,10 @@ int main(int, char**) // Setup ImGui binding ImGui_ImplDX9_Init(hwnd, g_pd3dDevice); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -117,14 +121,16 @@ int main(int, char**) ImGui_ImplDX9_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } @@ -139,7 +145,7 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + 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(&show_demo_window); } diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp index 032e41981..2b5edb77f 100644 --- a/examples/marmalade_example/main.cpp +++ b/examples/marmalade_example/main.cpp @@ -17,6 +17,10 @@ int main(int, char**) // Setup ImGui binding ImGui_Marmalade_Init(true); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -40,26 +44,28 @@ int main(int, char**) // Main loop while (true) { - if (s3eDeviceCheckQuitRequest()) - break; + if (s3eDeviceCheckQuitRequest()) + break; - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - s3eKeyboardUpdate(); - s3ePointerUpdate(); - ImGui_Marmalade_NewFrame(); + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + s3eKeyboardUpdate(); + s3ePointerUpdate(); + ImGui_Marmalade_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } @@ -74,12 +80,12 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + 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(&show_demo_window); } // Rendering - IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ; + IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); IwGxClear(); ImGui::Render(); IwGxSwapBuffers(); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index 35c8d19c7..ef098e54a 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -29,6 +29,10 @@ int main(int, char**) // Setup ImGui binding ImGui_ImplGlfwGL2_Init(window, true); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -60,14 +64,16 @@ int main(int, char**) ImGui_ImplGlfwGL2_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } @@ -82,7 +88,7 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + 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(&show_demo_window); } diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index d10d58305..9e9a3fb6c 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -34,6 +34,10 @@ int main(int, char**) // Setup ImGui binding ImGui_ImplGlfwGL3_Init(window, true); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -65,14 +69,16 @@ int main(int, char**) ImGui_ImplGlfwGL3_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } @@ -87,7 +93,7 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + 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(&show_demo_window); } diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp index cc7c5fb7b..1396fcca0 100644 --- a/examples/sdl_opengl2_example/main.cpp +++ b/examples/sdl_opengl2_example/main.cpp @@ -35,6 +35,10 @@ int main(int, char**) // Setup ImGui binding ImGui_ImplSdlGL2_Init(window); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -73,14 +77,16 @@ int main(int, char**) ImGui_ImplSdlGL2_NewFrame(window); // 1. Show a simple window - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } @@ -95,7 +101,7 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + 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(&show_demo_window); } diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp index a9e75fd4c..7ee60389c 100644 --- a/examples/sdl_opengl3_example/main.cpp +++ b/examples/sdl_opengl3_example/main.cpp @@ -35,6 +35,10 @@ int main(int, char**) // Setup ImGui binding ImGui_ImplSdlGL3_Init(window); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -73,14 +77,16 @@ int main(int, char**) ImGui_ImplSdlGL3_NewFrame(window); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } @@ -95,7 +101,7 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + 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(&show_demo_window); } diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp index ec83035f9..81f420a01 100644 --- a/examples/vulkan_example/main.cpp +++ b/examples/vulkan_example/main.cpp @@ -625,6 +625,10 @@ int main(int, char**) init_data.check_vk_result = check_vk_result; ImGui_ImplGlfwVulkan_Init(window, true, &init_data); + // Setup style + ImGui::StyleColorsClassic(); + //ImGui::StyleColorsDark(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -694,14 +698,16 @@ int main(int, char**) ImGui_ImplGlfwVulkan_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Demo Window")) show_demo_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Hello, world!"); // Some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color + if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. + show_demo_window ^= 1; + if (ImGui::Button("Another Window")) + show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } @@ -716,7 +722,7 @@ int main(int, char**) // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + 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(&show_demo_window); }