Difference between revisions of "Dear ImGui Getting Started"
From GiderosMobile
Line 157: | Line 157: | ||
-- add MyClass Sprite to stage | -- add MyClass Sprite to stage | ||
+ | stage:addChild(MyClass.new()) | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | == Your first Callback == | ||
+ | <syntaxhighlight lang="lua"> | ||
+ | require "ImGui" | ||
+ | |||
+ | MyClass = Core.class(Sprite) | ||
+ | |||
+ | function MyClass:init() | ||
+ | self.imgui = ImGui.new() | ||
+ | self:addChild(self.imgui) | ||
+ | -- we create a variable to hold our window state | ||
+ | self.window01 = true -- window01 exists at start up | ||
+ | -- listeners | ||
+ | self:addEventListener("enterFrame", self.onEnterFrame, self) | ||
+ | end | ||
+ | |||
+ | local function stepSize(callback_data, step) | ||
+ | local w, h = callback_data:getDesiredSize() | ||
+ | w = (w // step) * step | ||
+ | h = (h // step) * step | ||
+ | return w, h | ||
+ | end | ||
+ | |||
+ | -- LOOP | ||
+ | function MyClass:onEnterFrame(e) | ||
+ | -- 1. we start ImGui | ||
+ | self.imgui:newFrame(e.deltaTime) | ||
+ | -- 2. we build our GUI | ||
+ | -- window size step is 32 (last argument, that is passed to the callback as second argument) | ||
+ | self.imgui:setNextWindowSizeConstraints(200, 200, 400, 400, stepSize, 32) | ||
+ | if self.window01 then -- is window01 existant? | ||
+ | local windowdrawn = false -- is window01 colapsed? | ||
+ | self.window01, windowdrawn = self.imgui:beginWindow( | ||
+ | "Hello ImGui", -- window title | ||
+ | self.window01 -- is window01 existant? | ||
+ | ) | ||
+ | if windowdrawn then -- the variable is false when window01 is collapsed | ||
+ | self.imgui:textWrapped("Lorem ipsum dolor sit amet. Id similique delectus".. | ||
+ | "ad aspernatur optio eos ipsam explicabo non galisum quisquam sed delectus".. | ||
+ | "veniam ut autem ipsam?") | ||
+ | end | ||
+ | self.imgui:endWindow() | ||
+ | end | ||
+ | -- 3. we end ImGui | ||
+ | self.imgui:endFrame() | ||
+ | self.imgui:render() | ||
+ | end | ||
+ | |||
+ | -- START THE APP | ||
stage:addChild(MyClass.new()) | stage:addChild(MyClass.new()) | ||
</syntaxhighlight> | </syntaxhighlight> |
Latest revision as of 02:25, 9 October 2024
Dear ImGui for Gideros Mobile
The below are fully functional working demo you can copy/paste.
note: you may have to provide your own assets (fonts, gfx, …)
Gideros Dear ImGui embedded Demo
require "ImGui"
local imgui = ImGui.new()
stage:addChild(imgui)
imgui:setClassicStyle()
function onEnterFrame(e)
imgui:newFrame(e.deltaTime)
imgui:showDemoWindow()
imgui:render()
imgui:endFrame()
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
Dear ImGui Style Editor
require "ImGui"
local imgui = ImGui.new()
stage:addChild(imgui)
imgui:setClassicStyle()
function onEnterFrame(e)
imgui:newFrame(e.deltaTime)
imgui:showStyleEditor()
imgui:render()
imgui:endFrame()
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
Your first Windows
require "ImGui"
application:setBackgroundColor(0x323232)
local imgui = ImGui.new()
stage:addChild(imgui)
local window01 = true -- this window can be closed
local windowdrawn = false -- boolean to hold our windows status
function onEnterFrame(e)
-- 1. we start an ImGui frame
imgui:newFrame(e.deltaTime)
-- 2. we add some windows
-- a window you can close
if window01 then -- if window exists (not closed)
window01, windowdrawn = imgui:beginWindow("window01", window01) -- title, isexpanded
if windowdrawn then -- the variable is false when the window is collapsed
-- its widgets
imgui:text("Hello Dear ImGui!")
imgui:newLine()
imgui:textColored("This window can be moved, resized and closed!", 0x00ff7f, 1)
end
-- end of our first window
imgui:endWindow()
end
-- a window to re-open closed windows
imgui:setNextWindowPos(32*8, 32*8) -- x, y
imgui:beginWindow("CONTROL", nil, ImGui.WindowFlags_NoResize) -- title, no close, windows flags
-- and its widgets
imgui:text("click the button to re-open a closed window")
if imgui:button("OPEN", 64, 16) then
window01 = true
end
imgui:newLine()
imgui:textColored("This window cannot be moved, resized or closed!", 0xffff7f, 1)
-- end of our second window
imgui:endWindow()
-- 3. we end the ImGui frame and render to screen
imgui:endFrame()
imgui:render()
end
Your first Widgets
require "ImGui"
application:setBackgroundColor(0x323232)
MyClass = Core.class(Sprite)
function MyClass:init()
self.imgui = ImGui.new()
self:addChild(self.imgui)
-- some variables
self.ischecked01 = true
self.ischecked02 = false
self.fruits = {"apple", "banana", "orange", "apricot"}
self.currentfruit = 2 -- "orange" ImGui is 0 based
self.dragvalue01 = 20
-- listeners
self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
end
-- LOOP
function MyClass:onEnterFrame(e)
-- 1 we start ImGui
self.imgui:newFrame(e.deltaTime)
-- 2 we build our GUI
local ischanged = false -- has any value changed
self.imgui:beginWindow("Hello ImGui!") -- this window cannot be closed
-- some widgets
self.imgui:text("Here are some Dear ImGui widgets.")
-- buttons
self.imgui:dummy(1*32, 0.5*32)
self.imgui:bullet()
if self.imgui:button("button##b01", 64, 16) then print("button 01 clicked") end
self.imgui:sameLine()
self.imgui:bullet()
if self.imgui:button("button##b02", 64, 16) then print("button 02 clicked") end
-- checkboxes
self.imgui:dummy(1*32, 0.5*32)
self.ischecked01, ischanged = self.imgui:checkbox("cb1", self.ischecked01)
if ischanged then print("checkbox01 is "..tostring(self.ischecked01)) end
self.ischecked02, ischanged = self.imgui:checkbox("vb2", self.ischecked02)
if ischanged then print("checkbox02 is "..tostring(self.ischecked02)) end
-- combo
self.imgui:dummy(1*32, 0.5*32)
self.currentfruit, ischanged = self.imgui:combo("fruits", self.currentfruit, self.fruits)
if ischanged then print(self.currentfruit+1, self.fruits[self.currentfruit+1]) end -- Lua is 1 based
-- sliders
self.imgui:dummy(1*32, 0.5*32)
self.dragvalue01, ischanged = self.imgui:dragInt("drag int", self.dragvalue01, 0.2, 0, 100, "%d",
ImGui.SliderFlags_AlwaysClamp | ImGui.SliderFlags_NoInput)
if ischanged then print(self.dragvalue01) end
-- we end our window
self.imgui:endWindow()
-- 3 we end ImGui
self.imgui:endFrame()
self.imgui:render()
end
-- add MyClass Sprite to stage
stage:addChild(MyClass.new())
Your first Callback
require "ImGui"
MyClass = Core.class(Sprite)
function MyClass:init()
self.imgui = ImGui.new()
self:addChild(self.imgui)
-- we create a variable to hold our window state
self.window01 = true -- window01 exists at start up
-- listeners
self:addEventListener("enterFrame", self.onEnterFrame, self)
end
local function stepSize(callback_data, step)
local w, h = callback_data:getDesiredSize()
w = (w // step) * step
h = (h // step) * step
return w, h
end
-- LOOP
function MyClass:onEnterFrame(e)
-- 1. we start ImGui
self.imgui:newFrame(e.deltaTime)
-- 2. we build our GUI
-- window size step is 32 (last argument, that is passed to the callback as second argument)
self.imgui:setNextWindowSizeConstraints(200, 200, 400, 400, stepSize, 32)
if self.window01 then -- is window01 existant?
local windowdrawn = false -- is window01 colapsed?
self.window01, windowdrawn = self.imgui:beginWindow(
"Hello ImGui", -- window title
self.window01 -- is window01 existant?
)
if windowdrawn then -- the variable is false when window01 is collapsed
self.imgui:textWrapped("Lorem ipsum dolor sit amet. Id similique delectus"..
"ad aspernatur optio eos ipsam explicabo non galisum quisquam sed delectus"..
"veniam ut autem ipsam?")
end
self.imgui:endWindow()
end
-- 3. we end ImGui
self.imgui:endFrame()
self.imgui:render()
end
-- START THE APP
stage:addChild(MyClass.new())
TabBar
require "ImGui"
local imgui = ImGui.new()
stage:addChild(imgui)
function onEnterFrame(e)
imgui:newFrame(e.deltaTime)
if imgui:beginTabBar("TABBAR") then
if imgui:beginTabItem("Files") then
imgui:textColored("File is ready", 0x00ff00, 1)
imgui:text("Amp min:") imgui:sameLine()
imgui:text("Amp max:") imgui:sameLine()
imgui:endTabItem()
end
if imgui:beginTabItem("Microphone") then
imgui:text("xxx min:") imgui:sameLine()
imgui:text("xxx max:") imgui:sameLine()
imgui:endTabItem()
end
imgui:endTabBar()
end
imgui:render()
imgui:endFrame()
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
Table
require "ImGui"
local imgui = ImGui.new()
stage:addChild(imgui)
function onEnterFrame(e)
imgui:newFrame(e.deltaTime)
if imgui:beginTable("list", 3) then -- a 3 columns table
imgui:tableSetupColumn("One") -- column 1 title
imgui:tableSetupColumn("Two") -- column 2 title
imgui:tableSetupColumn("Three") -- column 3 title
imgui:tableHeadersRow() -- add titles to the Table
for row = 0, 8 do
imgui:tableNextRow()
for column = 0, 3-1 do -- index starts at 0
imgui:tableSetColumnIndex(column)
imgui:text(("R%d C%d"):format(row, column))
end
end
imgui:endTable()
end
imgui:render()
imgui:endFrame()
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
Color Edit
require "ImGui"
local imgui = ImGui.new()
stage:addChild(imgui)
local window01 = true
local hexcolor = 0x00ff00
function onEnterFrame(e)
-- 1. we start ImGui
imgui:newFrame(e.deltaTime)
-- 2. we add some child windows and build our GUI
window01 = imgui:beginWindow("Window 01") -- no close button (X)
if window01 then -- the variable is false when window is collapsed
imgui:text("Hello Dear ImGui!")
local isChanged = false
hexcolor, isChanged = imgui:colorEdit3("color", hexcolor, 0)
if isChanged then print(hexcolor) end
end
imgui:endWindow()
-- 3. we end the frame and render to screen
imgui:endFrame()
imgui:render()
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
Color Picker
require "ImGui"
local imgui = ImGui.new()
stage:addChild(imgui)
local window01 = true
local hexcolor = 0x00ff00
function onEnterFrame(e)
-- 1. we start ImGui
imgui:newFrame(e.deltaTime)
-- 2. we add some child windows and build our GUI
if window01 then -- the variable is false when window is collapsed
imgui:text("Hello Dear ImGui!")
local isChanged = false
hexcolor, isChanged = imgui:colorPicker3("label", hexcolor, 0)
if isChanged then print(hexcolor) end
end
-- 3. we end the frame and render to screen
imgui:endFrame()
imgui:render()
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
beginDisabled/endDisabled
require "ImGui"
local imgui = ImGui.new()
stage:addChild(imgui)
local window01 = true -- the starting state of window01, true = window is visible at start up
function onEnterFrame(e)
-- 1. we start ImGui
imgui:newFrame(e.deltaTime)
-- 2. we add a child window and build our GUI
if window01 then -- is window visible (not closed)?
local windowdrawn = false -- is window expanded or colapsed?
window01, windowdrawn = imgui:beginWindow( -- with close button
"Hello ImGui v"..ImGui._VERSION, -- window title
window01 -- returns window visibility
)
if windowdrawn then -- the variable is false when main window is collapsed
imgui:text("This is an ImGui text.") -- we add a text element to our GUI
imgui:textColored("This is a colored text.", 0xff00ff, 1)
imgui:beginDisabled(true)
imgui:text("This text is disabled!") -- the text is greyed out
imgui:endDisabled()
imgui:text("This text is not disabled.")
end
imgui:endWindow()
end
-- 3. we end the frame and render to screen
imgui:endFrame()
imgui:render()
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
More to come God's willing...