axmol/extensions/ImGui
涓€绾跨伒 5ef42d4e39 Merge: 42fc96bdac 3d1690cc25
Merge pull request #681 from adxeproject/refactor-layer-new

Use sprite to implement layer color for auto batch draw
2022-06-30 20:13:30 +08:00
..
imgui Renaming extension ImGuiEXT to ImGui 2022-02-25 19:03:09 +08:00
CMakeLists.txt Renaming extension ImGuiEXT to ImGui 2022-02-25 19:03:09 +08:00
ImGuiPresenter.cpp Merge: 42fc96bdac 3d1690cc25 2022-06-30 20:13:30 +08:00
ImGuiPresenter.h Renaming extension ImGuiEXT to ImGui 2022-02-25 19:03:09 +08:00
LICENSE Renaming extension ImGuiEXT to ImGui 2022-02-25 19:03:09 +08:00
README.md Update README.md 2022-03-30 15:40:06 +08:00
imgui_impl_adxe.cpp Improve renderer 2022-06-24 14:18:48 +08:00
imgui_impl_adxe.h Renaming extension ImGuiEXT to ImGui 2022-02-25 19:03:09 +08:00

README.md

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

#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