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