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Docs: added extraneous link to Getting Started section.
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ocornut committed Jul 25, 2024
1 parent b20f62b commit 3f9a90e
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Showing 19 changed files with 22 additions and 2 deletions.
1 change: 1 addition & 0 deletions backends/imgui_impl_allegro5.h
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Expand Up @@ -25,6 +25,7 @@
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
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1 change: 1 addition & 0 deletions backends/imgui_impl_android.h
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Expand Up @@ -28,6 +28,7 @@
struct ANativeWindow;
struct AInputEvent;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
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1 change: 1 addition & 0 deletions backends/imgui_impl_dx10.h
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Expand Up @@ -19,6 +19,7 @@

struct ID3D10Device;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
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1 change: 1 addition & 0 deletions backends/imgui_impl_dx11.h
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Expand Up @@ -20,6 +20,7 @@
struct ID3D11Device;
struct ID3D11DeviceContext;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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2 changes: 2 additions & 0 deletions backends/imgui_impl_dx12.h
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Expand Up @@ -27,6 +27,8 @@ struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!

// cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
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1 change: 1 addition & 0 deletions backends/imgui_impl_dx9.h
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Expand Up @@ -19,6 +19,7 @@

struct IDirect3DDevice9;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
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1 change: 1 addition & 0 deletions backends/imgui_impl_glfw.h
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Expand Up @@ -24,6 +24,7 @@
struct GLFWwindow;
struct GLFWmonitor;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
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1 change: 1 addition & 0 deletions backends/imgui_impl_glut.h
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Expand Up @@ -26,6 +26,7 @@
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
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2 changes: 2 additions & 0 deletions backends/imgui_impl_metal.h
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Expand Up @@ -25,6 +25,7 @@
@class MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
Expand All @@ -51,6 +52,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
#include <Metal/Metal.hpp>
#ifndef __OBJC__

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
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1 change: 1 addition & 0 deletions backends/imgui_impl_opengl2.h
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Expand Up @@ -24,6 +24,7 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
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2 changes: 1 addition & 1 deletion backends/imgui_impl_opengl3.h
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Expand Up @@ -29,7 +29,7 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE

// Backend API
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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2 changes: 2 additions & 0 deletions backends/imgui_impl_osx.h
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Expand Up @@ -27,6 +27,7 @@
@class NSEvent;
@class NSView;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
Expand All @@ -41,6 +42,7 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
// #include <AppKit/AppKit.hpp>
#ifndef __OBJC__

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
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1 change: 1 addition & 0 deletions backends/imgui_impl_sdl2.h
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Expand Up @@ -27,6 +27,7 @@ struct SDL_Renderer;
struct _SDL_GameController;
typedef union SDL_Event SDL_Event;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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1 change: 1 addition & 0 deletions backends/imgui_impl_sdl3.h
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Expand Up @@ -28,6 +28,7 @@ struct SDL_Renderer;
struct SDL_Gamepad;
typedef union SDL_Event SDL_Event;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
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1 change: 1 addition & 0 deletions backends/imgui_impl_sdlrenderer2.h
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Expand Up @@ -25,6 +25,7 @@

struct SDL_Renderer;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
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1 change: 1 addition & 0 deletions backends/imgui_impl_sdlrenderer3.h
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Expand Up @@ -25,6 +25,7 @@

struct SDL_Renderer;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
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2 changes: 1 addition & 1 deletion backends/imgui_impl_vulkan.h
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Expand Up @@ -98,7 +98,7 @@ struct ImGui_ImplVulkan_InitInfo
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
};

// Called by user code
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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1 change: 1 addition & 0 deletions backends/imgui_impl_wgpu.h
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Expand Up @@ -37,6 +37,7 @@ struct ImGui_ImplWGPU_InitInfo
}
};

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
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1 change: 1 addition & 0 deletions backends/imgui_impl_win32.h
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Expand Up @@ -20,6 +20,7 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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