180 lines
7.3 KiB
C
180 lines
7.3 KiB
C
/**********************************************************************************************
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*
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* raylibExtras * Utilities and Shared Components for Raylib
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*
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* rlImGui * basic ImGui integration
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*
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* LICENSE: ZLIB
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*
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* Copyright (c) 2023 Jeffery Myers
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************************************************/
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#pragma once
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#include "raylib.h"
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#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS
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#include "cimgui.h"
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#define NO_FONT_AWESOME
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#ifndef NO_FONT_AWESOME
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#include "extras/IconsFontAwesome6.h"
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#define FONT_AWESOME_ICON_SIZE 11
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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// High level API. This API is designed in the style of raylib and meant to work with reaylib code.
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// It will manage it's own ImGui context and call common ImGui functions (like NewFrame and Render) for you
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// for a lower level API that matches the other ImGui platforms, please see imgui_impl_raylib.h
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/// <summary>
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/// Sets up ImGui, loads fonts and themes
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/// Calls ImGui_ImplRaylib_Init and sets the theme. Will install Font awesome by default
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/// </summary>
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/// <param name="darkTheme">when true(default) the dark theme is used, when false the light theme is used</param>
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void rlImGuiSetup(bool darkTheme);
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/// <summary>
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/// Starts a new ImGui Frame
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/// Calls ImGui_ImplRaylib_NewFrame, ImGui_ImplRaylib_ProcessEvents, and ImGui::NewFrame together
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/// </summary>
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void rlImGuiBegin();
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/// <summary>
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/// Ends an ImGui frame and submits all ImGui drawing to raylib for processing.
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/// Calls ImGui:Render, an d ImGui_ImplRaylib_RenderDrawData to draw to the current raylib render target
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/// </summary>
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void rlImGuiEnd();
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/// <summary>
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/// Cleanup ImGui and unload font atlas
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/// Calls ImGui_ImplRaylib_Shutdown
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/// </summary>
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void rlImGuiShutdown();
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// Advanced StartupAPI
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/// <summary>
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/// Custom initialization. Not needed if you call rlImGuiSetup. Only needed if you want to add custom setup code.
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/// must be followed by rlImGuiEndInitImGui
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/// Called by ImGui_ImplRaylib_Init, and does the first part of setup, before fonts are rendered
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/// </summary>
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void rlImGuiBeginInitImGui();
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/// <summary>
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/// End Custom initialization. Not needed if you call rlImGuiSetup. Only needed if you want to add custom setup code.
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/// must be proceeded by rlImGuiBeginInitImGui
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/// Called by ImGui_ImplRaylib_Init and does the second part of setup, and renders fonts.
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/// </summary>
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void rlImGuiEndInitImGui();
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/// <summary>
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/// Forces the font texture atlas to be recomputed and re-cached
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/// </summary>
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void rlImGuiReloadFonts();
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// Advanced Update API
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/// <summary>
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/// Starts a new ImGui Frame with a specified delta time
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/// </summary>
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/// <param name="dt">delta time, any value < 0 will use raylib GetFrameTime</param>
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void rlImGuiBeginDelta(float deltaTime);
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// ImGui Image API extensions
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// Purely for convenience in working with raylib textures as images.
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// If you want to call ImGui image functions directly, simply pass them the pointer to the texture.
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/// <summary>
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/// Draw a texture as an image in an ImGui Context
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/// Uses the current ImGui Cursor position and the full texture size.
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/// </summary>
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/// <param name="image">The raylib texture to draw</param>
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void rlImGuiImage(const Texture *image);
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/// <summary>
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/// Draw a texture as an image in an ImGui Context at a specific size
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/// Uses the current ImGui Cursor position and the specified width and height
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/// The image will be scaled up or down to fit as needed
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/// </summary>
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/// <param name="image">The raylib texture to draw</param>
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/// <param name="width">The width of the drawn image</param>
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/// <param name="height">The height of the drawn image</param>
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void rlImGuiImageSize(const Texture *image, int width, int height);
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/// <summary>
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/// Draw a texture as an image in an ImGui Context at a specific size
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/// Uses the current ImGui Cursor position and the specified size
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/// The image will be scaled up or down to fit as needed
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/// </summary>
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/// <param name="image">The raylib texture to draw</param>
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/// <param name="size">The size of drawn image</param>
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void rlImGuiImageSizeV(const Texture* image, Vector2 size);
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/// <summary>
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/// Draw a portion texture as an image in an ImGui Context at a defined size
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/// Uses the current ImGui Cursor position and the specified size
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/// The image will be scaled up or down to fit as needed
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/// </summary>
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/// <param name="image">The raylib texture to draw</param>
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/// <param name="destWidth">The width of the drawn image</param>
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/// <param name="destHeight">The height of the drawn image</param>
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/// <param name="sourceRect">The portion of the texture to draw as an image. Negative values for the width and height will flip the image</param>
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void rlImGuiImageRect(const Texture* image, int destWidth, int destHeight, Rectangle sourceRect);
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/// <summary>
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/// Draws a render texture as an image an ImGui Context, automatically flipping the Y axis so it will show correctly on screen
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/// </summary>
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/// <param name="image">The render texture to draw</param>
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void rlImGuiImageRenderTexture(const RenderTexture* image);
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/// <summary>
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/// Draws a render texture as an image an ImGui Context, automatically flipping the Y axis so it will show correctly on screen
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/// Fits the render texture to the available content area
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/// </summary>
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/// <param name="image">The render texture to draw</param>
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/// <param name="center">When true the image will be centered in the content area</param>
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void rlImGuiImageRenderTextureFit(const RenderTexture* image, bool center);
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/// <summary>
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/// Draws a texture as an image button in an ImGui context. Uses the current ImGui cursor position and the full size of the texture
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/// </summary>
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/// <param name="name">The display name and ImGui ID for the button</param>
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/// <param name="image">The texture to draw</param>
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/// <returns>True if the button was clicked</returns>
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bool rlImGuiImageButton(const char* name, const Texture* image);
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/// <summary>
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/// Draws a texture as an image button in an ImGui context. Uses the current ImGui cursor position and the specified size.
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/// </summary>
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/// <param name="name">The display name and ImGui ID for the button</param>
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/// <param name="image">The texture to draw</param>
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/// <param name="size">The size of the button/param>
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/// <returns>True if the button was clicked</returns>
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bool rlImGuiImageButtonSize(const char* name, const Texture* image, ImVec2 size);
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#ifdef __cplusplus
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}
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#endif
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