mirror of https://github.com/axmolengine/axmol.git
6bba4ce24b
Merge commit |
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imgui | ||
CCImGuiEXT.cpp | ||
CCImGuiEXT.h | ||
CMakeLists.txt | ||
LICENSE | ||
README.md | ||
imgui_impl_adxe.cpp | ||
imgui_impl_adxe.h |
README.md
ImGuiEXT of 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 whencc.Director
paused - Refine
Init/Shutdown
, Restore all callbacks for glfw to solve recreateImGuiEXT
instance support - Use
FOURCC
for key of ImGui render loop - Add dpi scale support, use
ImGuiEXT::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
#include "ImGuiEXT/CCImGuiEXT.h"
USING_NS_CC;
USING_NS_CC_EXT;
class GameScene : public Scene {
public:
void onEnter() override
{
Scene::onEnter();
ImGuiEXT::getInstance()->addRenderLoop("#im01", CC_CALLBACK_0(GameScene::onImGuiDraw, this), this);
}
void onExit() override
{
Scene::onExit();
ImGuiEXT::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.