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# Conflicts:
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
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ocornut committed Apr 19, 2023
2 parents 0ea3b87 + 9308cfd commit 4f692ba
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Showing 35 changed files with 634 additions and 39 deletions.
3 changes: 2 additions & 1 deletion backends/imgui_impl_allegro5.cpp
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Expand Up @@ -462,8 +462,9 @@ void ImGui_ImplAllegro5_Shutdown()
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);

io.BackendPlatformUserData = nullptr;
io.BackendPlatformName = io.BackendRendererName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
IM_DELETE(bd);
}

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2 changes: 2 additions & 0 deletions backends/imgui_impl_android.cpp
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Expand Up @@ -269,6 +269,8 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)

void ImGui_ImplAndroid_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
}

void ImGui_ImplAndroid_NewFrame()
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1 change: 1 addition & 0 deletions backends/imgui_impl_dx10.cpp
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Expand Up @@ -577,6 +577,7 @@ void ImGui_ImplDX10_Shutdown()
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_dx11.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -594,6 +594,7 @@ void ImGui_ImplDX11_Shutdown()
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_dx12.cpp
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Expand Up @@ -822,6 +822,7 @@ void ImGui_ImplDX12_Shutdown()

io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_dx9.cpp
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Expand Up @@ -322,6 +322,7 @@ void ImGui_ImplDX9_Shutdown()
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_glfw.cpp
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Expand Up @@ -713,6 +713,7 @@ void ImGui_ImplGlfw_Shutdown()

io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd);
}

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6 changes: 3 additions & 3 deletions backends/imgui_impl_glut.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
Expand Down Expand Up @@ -190,6 +191,8 @@ void ImGui_ImplGLUT_InstallFuncs()

void ImGui_ImplGLUT_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
}

void ImGui_ImplGLUT_NewFrame()
Expand All @@ -202,9 +205,6 @@ void ImGui_ImplGLUT_NewFrame()
delta_time_ms = 1;
io.DeltaTime = delta_time_ms / 1000.0f;
g_Time = current_time;

// Start the frame
ImGui::NewFrame();
}

static void ImGui_ImplGLUT_UpdateKeyModifiers()
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7 changes: 7 additions & 0 deletions backends/imgui_impl_metal.mm
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Expand Up @@ -147,7 +147,14 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)

void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGui_ImplMetal_ShutdownPlatformInterface();

ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
}
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22 changes: 20 additions & 2 deletions backends/imgui_impl_opengl3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
Expand Down Expand Up @@ -206,6 +207,8 @@ struct ImGui_ImplOpenGL3_Data
{
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
bool GlProfileIsCompat;
GLint GlProfileMask;
GLuint FontTexture;
GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location
Expand Down Expand Up @@ -290,6 +293,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#if defined(GL_CONTEXT_PROFILE_MASK)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif

bd->UseBufferSubData = false;
/*
Expand Down Expand Up @@ -366,6 +373,7 @@ void ImGui_ImplOpenGL3_Shutdown()
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}

Expand Down Expand Up @@ -623,8 +631,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#endif

#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
{
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
}
#endif // IMGUI_IMPL_HAS_POLYGON_MODE

glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
(void)bd; // Not all compilation paths use this
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6 changes: 5 additions & 1 deletion backends/imgui_impl_opengl3_loader.h
Original file line number Diff line number Diff line change
Expand Up @@ -118,7 +118,7 @@ extern "C" {
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
Expand Down Expand Up @@ -154,6 +154,8 @@ typedef khronos_uint8_t GLubyte;
#define GL_ONE 1
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
Expand Down Expand Up @@ -373,6 +375,8 @@ GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
typedef struct __GLsync *GLsync;
typedef khronos_uint64_t GLuint64;
typedef khronos_int64_t GLint64;
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_CONTEXT_PROFILE_MASK 0x9126
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
#ifdef GL_GLEXT_PROTOTYPES
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14 changes: 14 additions & 0 deletions backends/imgui_impl_osx.mm
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Expand Up @@ -494,7 +494,21 @@ bool ImGui_ImplOSX_Init(NSView* view)

void ImGui_ImplOSX_Shutdown()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGui_ImplOSX_ShutdownPlatformInterface();

bd->Observer = nullptr;
if (bd->Monitor != nullptr)
{
[NSEvent removeMonitor:bd->Monitor];
bd->Monitor = nullptr;
}

ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
ImGui_ImplOSX_DestroyBackendData();
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_sdl2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -552,6 +552,7 @@ void ImGui_ImplSDL2_Shutdown()

io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd);
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_sdl3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -479,6 +479,7 @@ void ImGui_ImplSDL3_Shutdown()

io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd);
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_sdlrenderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -88,6 +88,7 @@ void ImGui_ImplSDLRenderer_Shutdown()

io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_vulkan.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1051,6 +1051,7 @@ void ImGui_ImplVulkan_Shutdown()

io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_wgpu.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -751,6 +751,7 @@ void ImGui_ImplWGPU_Shutdown()

io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}

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16 changes: 15 additions & 1 deletion backends/imgui_impl_win32.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
Expand Down Expand Up @@ -122,7 +123,7 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
}

// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
Expand Down Expand Up @@ -153,6 +154,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplWin32_InitPlatformInterface();
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch

// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
Expand All @@ -178,6 +180,17 @@ bool ImGui_ImplWin32_Init(void* hwnd)
return true;
}

IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
{
return ImGui_ImplWin32_InitEx(hwnd, false);
}

IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
{
// OpenGL needs CS_OWNDC
return ImGui_ImplWin32_InitEx(hwnd, true);
}

void ImGui_ImplWin32_Shutdown()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
Expand All @@ -194,6 +207,7 @@ void ImGui_ImplWin32_Shutdown()

io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd);
}

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1 change: 1 addition & 0 deletions backends/imgui_impl_win32.h
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,7 @@
#include "imgui.h" // IMGUI_IMPL_API

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();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();

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25 changes: 25 additions & 0 deletions docs/CHANGELOG.txt
Original file line number Diff line number Diff line change
Expand Up @@ -98,6 +98,31 @@ Other changes:
Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.


-----------------------------------------------------------------------
VERSION 1.89.6 WIP (In Progress)
-----------------------------------------------------------------------

Breaking changes:

- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]

Other changes:

- Tables: Fixed a small miscalculation in TableHeader() leading to an empty tooltip
showing when a sorting column has no visible name. (#6342) [@lukaasm]
- InputText: Avoid setting io.WantTextInputNextFrame during the deactivation frame.
(#6341) [@lukaasm]
- Backends: Clear bits sets io.BackendFlags on backend Shutdown(). (#6334, #6335] [@GereonV]
Potentially this would facilitate switching runtime backend mid-session.
- Backends: Win32: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw
Win32/Winapi with OpenGL. (#3218)
- Backends: OpenGL3: Restore front and back polygon mode separately when supported
by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]


-----------------------------------------------------------------------
VERSION 1.89.5 (Released 2023-04-13)
-----------------------------------------------------------------------
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4 changes: 4 additions & 0 deletions docs/EXAMPLES.md
Original file line number Diff line number Diff line change
Expand Up @@ -200,6 +200,10 @@ DirectX12 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
This is quite long and tedious, because: DirectX12.
[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
### Miscellaneous
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4 changes: 2 additions & 2 deletions docs/FAQ.md
Original file line number Diff line number Diff line change
Expand Up @@ -665,15 +665,15 @@ Yes. People have written game editors, data browsers, debuggers, profilers, and
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm.
##### [Return to Index](#index)
---
### Q: Can you reskin the look of Dear ImGui?
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)):
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
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1 change: 1 addition & 0 deletions examples/example_glut_opengl2/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -107,6 +107,7 @@ void MainLoopStep()
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplGLUT_NewFrame();
ImGui::NewFrame();

// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
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8 changes: 8 additions & 0 deletions examples/example_win32_opengl3/build_win32.bat
Original file line number Diff line number Diff line change
@@ -0,0 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_win32_opengl3
@set INCLUDES=/I..\.. /I..\..\backends
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=opengl32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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