# The ImGui extension for adxe Sync from https://github.com/Xrysnow/cocos2d-x-imgui and do a little changes ## Improvements * Simplify API, use add/remove renderLoop present ImGui GUI widgets * Optimize call pipeline flow, support add/remove Node to Scene at ImGui render loop without container iterator damage * Calculate deltaTime at ```ImGui_ImplCocos2dx_NewFrame``` to avoid error when ```cc.Director``` paused * Refine ```Init/Shutdown```, Restore all callbacks for glfw to solve recreate ```ImGuiPresenter``` instance support * Use ```FOURCC``` for key of ImGui render loop * Add dpi scale support, use ```ImGuiPresenter::getInstance()->scaleAllByDPI(1.0);``` * Easy font manager, stable API ```addFont,removeFont,clearFonts``` to manage ImGui fonts, with ImGui API, very hard to do correctly. ## How to use ```cpp #include "ImGui/ImGuiPresenter.h" USING_NS_CC; USING_NS_CC_EXT; class GameScene : public Scene { public: void onEnter() override { Scene::onEnter(); ImGuiPresenter::getInstance()->addFont(R"(C:\Windows\Fonts\msyh.ttc)"); /* For Simplified Chinese support, please use: ImGuiPresenter::getInstance()->addFont(R"(C:\Windows\Fonts\msyh.ttc)", ImGuiPresenter::DEFAULT_FONT_SIZE, ImGuiPresenter::CHS_GLYPH_RANGE::GENERAL); */ ImGuiPresenter::getInstance()->addRenderLoop("#im01", CC_CALLBACK_0(GameScene::onImGuiDraw, this), this); } void onExit() override { Scene::onExit(); ImGuiPresenter::getInstance()->removeRenderLoop("#im01"); } void onImGuiDraw() { ImGui::Begin("window"); ImGui::Text("FPS=%.1f", 1.f / ImGui::GetIO().DeltaTime); ImGui::End(); } } ``` More about use imgui widgets, please see: https://github.com/ocornut/imgui ## Tested devices * win32 * macOS ## Known issues * Can't enable muti-viewports on macOS, so we disable this feature for macOS. ## Other resources of ImGui * https://github.com/ocornut/imgui/wiki/Bindings * https://github.com/CedricGuillemet/ImGuizmo