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#STATIC/DYNAMIC
#LIB_MODE = STATIC
LIB_MODE = DYNAMIC
# BUILD/DYN_LIBRARY
#IMGUI_MODE = BUILD
IMGUI_MODE = DYN_LIBRARY
CC = gcc
CXX = g++
ASSET_PREFIX = assets/
SRC_DIR = src
OBJ_DIR = obj
BIN_DIR = bin
LIB_DIR = lib
STATIC_INCLUDE_DIR = include
CPPFLAGS = -Isrc/imgui -g -D ASSET_DIR=\"$(ASSET_PREFIX)\"
CFLAGS = -g -D ASSET_DIR=\"$(ASSET_PREFIX)\"
LDFLAGS = -g
#global LDLIBS
LDLIBS += -L lib/
#LDLIBS += -L lib_web/
LD_DYNAMIC_LIBS = -lraylib -lsdbus-c++ -lmagic #only enable if dynamic mode
LD_STATIC_LIBS = -l:libraylib.a #only enable if static mode
EXTRA_DIRS = $(OBJ_DIR)/rlImGui
EXE = $(BIN_DIR)/main
#WEBMODE
#CC = emcc
#CXX = em++
#SET ALL TO STATIC, have web version of libraylib.a in libs
#ensure glfw is enable
#some tinkering may be requiresd to get this working, just make sure
#raylib has ES3 on (need to mod make file)
#LDFLAGS += -s TOTAL_MEMORY=268435456 -s USE_GLFW=3 -sMIN_WEBGL_VERSION=2 -s FULL_ES3 -s ASYNCIFY
#EXE = $(BIN_DIR)/main.html
C_SRC += $(wildcard $(SRC_DIR)/*.c) #GET LIST OF ALL C FILES
CPP_SRC += $(wildcard $(SRC_DIR)/*.cpp) #GET LIST OF ALL CPP FILES
CPP_SRC += $(wildcard $(SRC_DIR)/rlImGui/*.cpp) #GET LIST OF ALL CPP FILES
ifeq ($(IMGUI_MODE), BUILD)
CPP_SRC += $(wildcard $(SRC_DIR)/imgui/*.cpp) #GET LIST OF ALL CPP FILES
EXTRA_DIRS += $(OBJ_DIR)/imgui
endif
ifeq ($(IMGUI_MODE), DYN_LIBRARY)
LDLIBS += -limgui
endif
#IF DYNAMIC MODE
ifeq ($(LIB_MODE), DYNAMIC)
LDLIBS += $(LD_DYNAMIC_LIBS)
endif
#IF STATIC MODE
ifeq ($(LIB_MODE), STATIC)
LDLIBS += $(LD_STATIC_LIBS)
CPPFLAGS += -I$(STATIC_INCLUDE_DIR)
endif
C_OBJ := $(patsubst $(SRC_DIR)/%.c, $(OBJ_DIR)/%.o, $(C_SRC)) #MAKE LIST OF ALL C OBJECT FILES THAT NEED TO BE BUILT
CPP_OBJ := $(patsubst $(SRC_DIR)/%.cpp, $(OBJ_DIR)/%.o, $(CPP_SRC)) #MAKE LIST OF ALL CPP OBJECT FILES THAT NEED TO BE BUILT
OBJ := $(C_OBJ) $(CPP_OBJ)
all: $(EXE)
$(EXE): $(OBJ) | $(BIN_DIR)
$(CXX) $(LDFLAGS) $^ $(LDLIBS) -o $@
$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c | $(OBJ_DIR)
$(CC) $(CFLAGS) -c $< -o $@
$(OBJ_DIR)/%.o: $(SRC_DIR)/%.cpp | $(OBJ_DIR)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c $< -o $@
$(BIN_DIR) $(OBJ_DIR): | $(EXTRA_DIRS)
mkdir -p $@
$(EXTRA_DIRS):
mkdir -p $@
clean:
@$(RM) -rv $(BIN_DIR) $(OBJ_DIR)
.PHONY: all clean

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# MPRIS MiniPlayer
Little program to dispaly whatever media in an mpris compatible player is playing. Recommended to use with playerctl.
Makefile should take care of building, you need raylib, imgui, and libmagic installed with headers.
### :) vs (: vs :3 showdown

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - Docking example
*
* This is an example of using the ImGui docking features that are part of docking branch
* You must replace the default imgui with the code from the docking branch for this to work
* https://github.com/ocornut/imgui/tree/docking
*
* Copyright (c) 2024 Jeffery Myers
*
********************************************************************************************/
#include "mpris_connection.hpp"
#include <exception>
#include <iterator>
#include <sdbus-c++/IConnection.h>
#include <sdbus-c++/IObject.h>
#include <sdbus-c++/IProxy.h>
#include <sdbus-c++/Types.h>
#define IMGUI_DEFINE_MATH_OPERATORS
#include "raylib.h"
#include "raymath.h"
#include <optional>
#include <unordered_map>
#include <vector>
#include "imgui.h"
#include "imgui_stdlib.h"
#include "rlImGui/rlImGui.h"
#include "testcpp.hpp"
#include "stdio.h"
#include <fstream>
#include <iostream>
#include <sdbus-c++/sdbus-c++.h>
#include <string>
extern "C" {
#include "testc.h"
}
class RayWindow {
public:
bool Open = false;
RenderTexture ViewTexture;
virtual void Setup() = 0;
virtual void Shutdown() = 0;
virtual void Show() = 0;
virtual void Update() = 0;
bool Focused = false;
Rectangle ContentRect = {0};
};
class RayWindowExample {
public:
RenderTexture ViewTexture;
bool Open = true;
bool Focused = false;
bool Resized = false;
ImVec2 PastSize;
RayWindowExample() {
ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenWidth());
// ViewTexture = LoadRenderTexture(256, 256);
printf("window w,h: %d, %d \n", ViewTexture.texture.width, ViewTexture.texture.height);
PastSize = ImVec2{256, 256};
Resized = false;
}
~RayWindowExample() {
UnloadRenderTexture(ViewTexture);
}
void Show() {
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::SetNextWindowSize(ImVec2(256, 275), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Raylib in ImGUI", &Open, ImGuiWindowFlags_NoScrollbar)) {
Focused = ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows);
ImVec2 DaZone = ImGui::GetContentRegionAvail();
rlImGuiImageRenderTexture(&ViewTexture);
// rlImGuiImage(&ViewTexture.texture);
if (PastSize != DaZone) {
Resized = true;
} else {
Resized = false;
}
PastSize = DaZone;
}
ImGui::End();
ImGui::PopStyleVar();
}
void Update() {
if (!Open) {
return;
}
if (Resized) {
UnloadRenderTexture(ViewTexture);
ViewTexture = LoadRenderTexture(PastSize.x, PastSize.y);
}
BeginTextureMode(ViewTexture);
ClearBackground(SKYBLUE);
DrawCircle(0, 0, 35, RED);
// DrawPixel(0,0, BLUE);
// DrawRectangleLines(0,0,PastSize.x,PastSize.y, RED);
Rectangle rec = Rectangle{0, 0, PastSize.x, PastSize.y};
// DrawRectangleLinesEx(rec, 2, RED);
EndTextureMode();
}
};
std::vector<std::string> GetMprisServices() {
auto connection = sdbus::createSessionBusConnection();
sdbus::ServiceName dest{"org.freedesktop.DBus"};
sdbus::ObjectPath objec{"/org/freedesktop/DBus"};
auto prox = sdbus::createProxy(dest, objec);
sdbus::InterfaceName interfaceName{"org.freedesktop.DBus"};
sdbus::MethodName introspect("ListNames");
auto method = prox->createMethodCall(interfaceName, introspect);
auto reply = prox->callMethod(method);
std::vector<std::string> res;
reply >> res;
std::vector<std::string> ret;
for (std::string item : res) {
if (item.find("org.mpris.MediaPlayer2") != std::string::npos) {
ret.push_back(item);
}
}
return ret;
}
int main(int argc, char *argv[]) {
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1280;
int screenHeight = 800;
// SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_RESIZABLE);
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT | FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib-Extras [ImGui] example - Docking");
SetTargetFPS(120);
rlImGuiSetup(true);
ImGui::GetStyle().AntiAliasedLinesUseTex = false;
TestC();
TestCPPFunc();
bool run = true;
bool showDemoWindow = false;
std::vector<std::string> serviceList = GetMprisServices();
auto current_player = MprisPlayer("org.mpris.MediaPlayer2.playerctld");
// current_player.pp();
/*
auto connection = sdbus::createSessionBusConnection();
sdbus::ServiceName dest{"org.freedesktop.DBus"};
sdbus::ObjectPath objec{"/org/freedesktop/DBus"};
auto prox = sdbus::createProxy(dest, objec);
sdbus::InterfaceName interfaceName{"org.freedesktop.DBus"};
sdbus::MethodName introspect("ListNames");
auto method = prox->createMethodCall(interfaceName, introspect);
auto reply = prox->callMethod(method);
std::vector<std::string> res;
reply >> res;
for (std::string item : res) {
std::cout << item << std::endl;
}
*/
// if the linked ImGui has docking, enable it.
// this will only be true if you use the docking branch of ImGui.
#ifdef IMGUI_HAS_DOCK
ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_DockingEnable;
#endif
// for (json::iterator it = course_info.begin(); it != course_info.end(); ++it) {
// std::cout << *it << std::endl;
// }
// Main game loop
while (!WindowShouldClose() &&
run) // Detect window close button or ESC key, or a quit from the menu
{
BeginDrawing();
ClearBackground(DARKGRAY);
// start ImGui content
rlImGuiBegin();
// if you want windows to dock to the viewport, call this.
#ifdef IMGUI_HAS_DOCK
ImGui::DockSpaceOverViewport();
#endif
// show a simple menu bar
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("File")) {
#ifdef IMGUI_HAS_DOCK
if (ImGui::MenuItem("Enable Docking")) {
ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_DockingEnable;
}
if (ImGui::MenuItem("Disable Docking")) {
ImGui::GetIO().ConfigFlags &= ~ImGuiConfigFlags_DockingEnable;
}
#endif
if (ImGui::MenuItem("Quit"))
run = false;
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Players")) {
for (auto item : serviceList) {
if (ImGui::MenuItem(item.c_str())) {
current_player = MprisPlayer(item);
}
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Window")) {
if (ImGui::MenuItem("Demo Window", nullptr, showDemoWindow))
showDemoWindow = !showDemoWindow;
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
// show some windows
if (ImGui::Begin("Player Control")) {
ImGui::Text("%s", current_player.GetIdentity().c_str());
ImGui::Text(
"%s",
current_player.GetCurrentMetadata()["mpris:artUrl"].get<std::string>().c_str());
if (ImGui::Button("Prev")) {
current_player.Prev();
}
if (ImGui::Button("Play/Pause")) {
current_player.PausePlay();
}
if (ImGui::Button("Next")) {
current_player.Next();
}
if (ImGui::Button("Refresh")) {
current_player.Refresh();
current_player.UpdateTexture();
}
//rlImGuiImage(&current_player.tex.tex);
rlImGuiImageSize(&current_player.tex.tex,300,300);
}
ImGui::End();
if (showDemoWindow)
ImGui::ShowDemoWindow(&showDemoWindow);
// end ImGui Content
rlImGuiEnd();
EndDrawing();
//----------------------------------------------------------------------------------
}
rlImGuiShutdown();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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#include "mpris_connection.hpp"
#include <sdbus-c++/IConnection.h>
#include <sdbus-c++/Types.h>
#include <string>
#define IMGUI_DEFINE_MATH_OPERATORS
#include "imgui.h"
#include <iostream>
#include <ostream>
#include <magic.h>
#include <unordered_map>
MprisPlayer::MprisPlayer(std::string servicename) {
bus_connection = sdbus::createSessionBusConnection();
sdbus::ServiceName dest{servicename};
sdbus::ObjectPath objec{"/org/mpris/MediaPlayer2"};
PlayerProxy = sdbus::createProxy(dest, objec);
mp2 = "org.mpris.MediaPlayer2.Player";
playpause = "PlayPause";
Refresh();
}
void MprisPlayer::PausePlay() {
auto method = PlayerProxy->createMethodCall(mp2, playpause);
auto reply = PlayerProxy->callMethod(method);
}
void MprisPlayer::Next() {
auto method = PlayerProxy->createMethodCall(mp2, sdbus::MethodName("Next"));
try {
auto reply = PlayerProxy->callMethod(method);
} catch (const std::exception &e) {}
}
void MprisPlayer::Prev() {
auto method = PlayerProxy->createMethodCall(mp2, sdbus::MethodName("Previous"));
auto reply = PlayerProxy->callMethod(method);
}
std::string MprisPlayer::GetIdentity() {
return identity;
}
std::unordered_map<std::string, sdbus::Variant> MprisPlayer::GetCurrentMetadata() {
return current_metadata;
}
void MprisPlayer::Refresh() {
identity = PlayerProxy->getProperty("Identity")
.onInterface("org.mpris.MediaPlayer2")
.get<std::string>();
current_metadata = PlayerProxy->getProperty("Metadata")
.onInterface("org.mpris.MediaPlayer2.Player")
.get<std::unordered_map<std::string, sdbus::Variant>>();
return;
}
void MprisPlayer::UpdateTexture() {
auto metadata = GetCurrentMetadata();
std::string filename = metadata["mpris:artUrl"].get<std::string>();
if (filename.length() > 0) {
if (filename.c_str()[0] == 'f') {
std::cout << "parsing as file" << std::endl;
std::cout << filename << std::endl;
std::string path = filename.substr(7);
FILE * f = fopen(path.c_str(), "r");
if (f == NULL) {
tex = RayTexture();
fclose(f);
return;
}
fseek(f, 0, SEEK_END);
long size = ftell(f);
rewind(f);
unsigned char* buffer = new unsigned char[size];
fread(buffer, size, 1, f);
magic_t magic = magic_open(MAGIC_MIME_TYPE);
if (magic == NULL) {
tex = RayTexture();
delete[] buffer;
fclose(f);
return;
}
if (magic_load(magic, NULL) != 0) {
tex = RayTexture();
delete[] buffer;
fclose(f);
return;
}
const char *mime_type = magic_file(magic, path.c_str());
if (mime_type == NULL) {
tex = RayTexture();
delete[] buffer;
fclose(f);
return;
}
std::cout << mime_type << std::endl;
if (strcmp(mime_type, "image/png") == 0 ) {
auto img = LoadImageFromMemory(".png", buffer, size);
tex = RayTexture(img);
UnloadImage(img);
} else if (strcmp(mime_type, "image/jpeg") == 0 ) {
auto img = LoadImageFromMemory(".jpg", buffer, size);
tex = RayTexture(img);
UnloadImage(img);
} else {
tex = RayTexture();
}
delete[] buffer;
fclose(f);
return;
}
}
}
RayTexture::RayTexture() {
tex = LoadTexture(ASSET_DIR "/null.png" );
path = ASSET_DIR "/null.png";
}
RayTexture::RayTexture(Image img) {
path = "NOPATH";
tex = LoadTextureFromImage(img);
}
RayTexture::RayTexture(const RayTexture &other) {
path = other.path;
auto img = LoadImageFromTexture(other.tex);
tex = LoadTextureFromImage(img);
UnloadImage(img);
}
RayTexture &RayTexture::operator=(const RayTexture &other) {
if (this == &other) {
return *this;
}
printf("HERE\n");
RayTexture temp(other);
std::swap(tex, temp.tex);
std::swap(path, temp.path);
return *this;
}
RayTexture::~RayTexture() {
if (IsWindowReady()) {
UnloadTexture(tex);
}
}

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#ifndef COURSE_H
#define COURSE_H
#include <sdbus-c++/Types.h>
#include <unordered_map>
#define IMGUI_DEFINE_MATH_OPERATORS
#include <imgui.h>
#include <memory>
#include <raylib.h>
#include <sdbus-c++/IConnection.h>
#include <sdbus-c++/IProxy.h>
#include <string>
class RayTexture {
public:
Texture tex{};
std::string path;
RayTexture();
explicit RayTexture(Image img);
RayTexture(const RayTexture& other);
RayTexture& operator=(const RayTexture& other);
~RayTexture();
};
class MprisPlayer {
public:
std::unique_ptr<sdbus::IConnection> bus_connection;
std::unique_ptr<sdbus::IProxy> PlayerProxy;
sdbus::InterfaceName mp2;
sdbus::MethodName playpause;
RayTexture tex;
explicit MprisPlayer(std::string servicename);
void PausePlay();
void Refresh();
void UpdateTexture();
void Next();
void Prev();
std::string identity;
std::string GetIdentity();
std::unordered_map<std::string, sdbus::Variant> current_metadata;
std::unordered_map<std::string, sdbus::Variant> GetCurrentMetadata();
};
#endif

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Copyright (c) 2020-2021 Jeffery Myers
This software is provided "as-is", without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial
applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you
wrote the original software. If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented
as being the original software.
3. This notice may not be removed or altered from any source distribution.

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# rlImGui
<img align="left" src="https://github.com/raysan5/raylib/raw/master/logo/raylib_logo_animation.gif" width="64">
A Raylib integration with DearImGui
rlImgui provides a backend for [Dear ImGui](https://github.com/ocornut/imgui) using [Raylib](https://www.raylib.com/).
# Building
rlImGui is setup to use premake to generate a static library and examples for Visual Studio 2019. Premake can also be used to generate makefiles for linux. rlImGui can be used as a static library, or by direclty including the files into your game project.
If you wish to use premake, you will need to download the Premake5 executable for your platform from. https://premake.github.io/download
# Setup
Using rlImGui in your code is very easy. Once you have included the library, or source files for rlImGui and ImGui in your project, simply do the following.
```
#include "rlImGui.h" // include the API header
// before your game loop
rlImGuiSetup(true); // sets up ImGui with ether a dark or light default theme
// inside your game loop, between BeginDrawing() and EndDrawing()
rlImGuiBegin(); // starts the ImGui content mode. Make all ImGui calls after this
rlImGuiEnd(); // ends the ImGui content mode. Make all ImGui calls before this
// after your game loop is over, before you close the window
rlImGuiShutdown(); // cleans up ImGui
```
# Examples
There are two example programs in the examples folder.
## Simple
This is the most simple use of ImGui in raylib, it just shows the ImGui demo window.
![image](https://user-images.githubusercontent.com/322174/136596910-da1b60ae-4a39-48f0-ae84-f568bc396870.png)
## Editor
This is a more complex example of ImGui, showing how to use raylib 2d and 3d cameras to draw into ImGui windows using render textures.
![image](https://user-images.githubusercontent.com/322174/136596949-033ffe0a-2476-4030-988a-5bf5b6e2ade7.png)
# Extras
## rlImGuiColors.h
This file has a converter to change Raylib colors into ImGui Colors
## Font Awesome Icons
Support for Font Awesome 6 https://fontawesome.com/ is built into rlImGui and enabled by default. You can simply
#include "extras/IconsFontAwesome6.h"
To use the ICON_FA macros for any icon in the free set.
If you wish to disable font awesome support you can #define NO_FONT_AWESOME
# Images
Raylib textures can be drawn in ImGui using the following functions
```
void rlImGuiImage(const Texture *image);
void rlImGuiImageSize(const Texture *image, int width, int height);
void rlImGuiImageSizeV(const Texture* image, Vector2 size);
void rlImGuiImageRect(const Texture* image, int destWidth, int destHeight, Rectangle sourceRect);
void rlImGuiImageRenderTexture(const RenderTexture* image);
void rlImGuiImageRenderTextureFit(const RenderTexture* image, bool center);
bool rlImGuiImageButton(const Texture *image);
bool rlImGuiImageButtonSize(const char* name, const Texture* image, struct ImVec2 size);
```
# C vs C++
ImGui is a C++ library, so rlImGui uses C++ to create the backend and integration with Raylib.
The rlImGui.h API only uses features that are common to C and C++, so rlImGui can be built as a static library and used by pure C code. Users of ImGui who wish to use pure C must use an ImGui wrapper, such as [https://github.com/cimgui/cimgui].
# Low level API
If you would like more controll over the ImGui Backend, you can use the low level API that is found in imgui_impl_raylib.h. This is API follows the patterns of other ImGui backends and does not do automatic context management. An example of it's use can be found in imgui_style_example.cpp

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - asset browser
*
* This is a more complex ImGui Integration
* It shows how to build windows on top of 2d and 3d views using a render texture
*
* Copyright (c) 2024 Jeffery Myers
*
********************************************************************************************/
#define _CRT_NONSTDC_NO_WARNINGS
#include "asset_browser.h"
#include "imgui_utils.h"
#include "imgui.h"
#include "imgui_internal.h"
#include "raylib.h"
#include "extras/IconsFontAwesome6.h"
#include <algorithm>
AssetBrowserPanel::AssetBrowserPanel()
{
AssetRoot = GetWorkingDirectory();
RebuildFolderTree();
SetCurrentFolder(&FolderRoot);
CurrentView = &ListView;
}
void AssetBrowserPanel::Show()
{
ShowHeader();
ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Borders;
if (ImGui::BeginTable("AssetBrowserTab", 2, flags, ImGui::GetContentRegionAvail()))
{
ImGui::TableSetupColumn("FolderView", ImGuiTableColumnFlags_None, 0.25f);
ImGui::TableSetupColumn("AssetView", ImGuiTableColumnFlags_None, 0.75f);
ImGui::TableNextRow();
ImGui::TableNextColumn();
if (ImGui::BeginChild("FolderList", ImGui::GetContentRegionAvail(),ImGuiChildFlags_None, ImGuiWindowFlags_None))
{
ShowFolderTree();
ImGui::EndChild();
}
ImGui::TableNextColumn();
ShowFilePane();
ImGui::EndTable();
}
}
void AssetBrowserPanel::RebuildFolderTree()
{
FolderRoot.Children.clear();
FolderRoot.FullPath = AssetRoot;
FolderRoot.Name = GetFileNameWithoutExt(AssetRoot.c_str());
FolderRoot.Parent = nullptr;
FolderRoot.Icon = ICON_FA_SERVER;
FolderRoot.ForceOpenNextFrame = true;
FolderRoot.PopulateChildren();
}
void AssetBrowserPanel::SetCurrentFolder(FolderInfo* folder)
{
if (CurrentFolderContents.Folder == folder)
return;
CurrentFolderContents.Folder = folder;
CurrentFolderContents.Files.clear();
if (folder == nullptr)
return;
FolderInfo* openFolder = folder;
while (openFolder != nullptr)
{
openFolder->ForceOpenNextFrame = true;
openFolder = openFolder->Parent;
}
auto files = LoadDirectoryFiles(CurrentFolderContents.Folder->FullPath.c_str());
for (unsigned int i = 0; i < files.count; i++)
{
if (DirectoryExists(files.paths[i]))
continue;
const char* name = GetFileName(files.paths[i]);
if (!name || *name == '.')
continue;
FileInfo& file = CurrentFolderContents.Files.emplace_back();
file.FullPath = files.paths[i];
file.Name = name;
file.Icon = GetFileIcon(name);
}
UnloadDirectoryFiles(files);
}
void AssetBrowserPanel::FolderInfo::PopulateChildren()
{
constexpr Color folderColor = { 255,255,145,255 };
auto folders = LoadDirectoryFiles(FullPath.c_str());
for (unsigned int i = 0; i < folders.count; i++)
{
if (DirectoryExists(folders.paths[i]))
{
const char* name = GetFileNameWithoutExt(folders.paths[i]);
if (!name || *name == '.')
continue;
FolderInfo& child = Children.emplace_back();
child.FullPath = folders.paths[i];
child.Name = name;
child.Parent = this;
child.Tint = folderColor;
child.Icon = ICON_FA_FOLDER;
child.PopulateChildren();
}
}
UnloadDirectoryFiles(folders);
}
bool AssetBrowserPanel::ShowFolderTreeNode(FolderInfo& info)
{
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
if (info.Children.empty())
flags |= ImGuiTreeNodeFlags_Leaf;
if (CurrentFolderContents.Folder == &info)
flags |= ImGuiTreeNodeFlags_Selected;
if (info.ForceOpenNextFrame)
{
ImGui::SetNextItemOpen(true);
}
bool open = ImGui::TreeNodeEx(info.Name.c_str(), flags, "%s %s", info.Icon.c_str(), info.Name.c_str());
if (info.ForceOpenNextFrame && CurrentFolderContents.Folder == &info)
ImGui::ScrollToItem(ImGuiScrollFlags_KeepVisibleCenterY);
info.ForceOpenNextFrame = false;
if (ImGui::IsItemClicked())
SetCurrentFolder(&info);
if (open)
{
for (auto& node : info.Children)
ShowFolderTreeNode(node);
ImGui::TreePop();
}
return CurrentFolderContents.Folder == &info;
}
void AssetBrowserPanel::ShowHeader()
{
ImGui::PushStyleVar(ImGuiStyleVar_ChildBorderSize, 1);
if (ImGui::BeginChild("Header", ImVec2{ ImGui::GetContentRegionAvail().x, ImGui::GetFrameHeight() }))
{
ImGui::Text("%s Root", ICON_FA_FOLDER_OPEN);
ImGui::SameLine();
ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.33f);
ImGui::InputText("###Path", (char*)(CurrentFolderContents.Folder->FullPath.c_str() + AssetRoot.size()), CurrentFolderContents.Folder->FullPath.size(), ImGuiInputTextFlags_ReadOnly);
ImGui::EndChild();
}
ImGui::PopStyleVar();
}
void AssetBrowserPanel::ShowFolderTree()
{
ShowFolderTreeNode(FolderRoot);
}
void AssetBrowserPanel::ShowFilePane()
{
if (ImGui::BeginChild("FileList", ImGui::GetContentRegionAvail(), ImGuiChildFlags_None, ImGuiWindowFlags_None))
{
if (CurrentView)
{
auto *item = CurrentView->Show(CurrentFolderContents);
if (item)
{
AssetItemInfo* assetItem = static_cast<AssetItemInfo*>(item);
if (!assetItem->IsFile())
SetCurrentFolder(static_cast<FolderInfo*>(item));
}
}
ImGui::EndChild();
}
}
ViewableItem* AssetBrowserPanel::AssetContainer::Reset()
{
FileItr = Files.begin();
FolderItr = Folder->Children.begin();
if (FileItr != Files.end())
return &(*FileItr);
if (FolderItr != Folder->Children.end())
return &(*FolderItr);
return nullptr;
}
size_t AssetBrowserPanel::AssetContainer::Count()
{
return Files.size() + Folder->Children.size();
}
ViewableItem* AssetBrowserPanel::AssetContainer::Next()
{
if (FileItr != Files.end())
{
FileItr++;
if (FileItr != Files.end())
return &(*FileItr);
else
{
if (FolderItr != Folder->Children.end())
return &(*FolderItr);
else
return nullptr;
}
}
if (FolderItr != Folder->Children.end())
{
FolderItr++;
if (FolderItr != Folder->Children.end())
return &(*FolderItr);
}
return nullptr;
}
const char* AssetBrowserPanel::GetFileIcon(const char* filename)
{
const char* e = GetFileExtension(filename);
if (e == nullptr)
return ICON_FA_FILE;
std::string ext = e;
std::transform(ext.begin(), ext.end(), ext.begin(),
[](unsigned char c) { return std::tolower(c); } // correct
);
if (!ext.empty())
{
if (ext==".png")
return ICON_FA_FILE_IMAGE;
if (ext==".wav" || ext==".mp3" || ext==".oog")
return ICON_FA_FILE_AUDIO;
if (ext==".ttf" || ext==".otf" || ext==".fnt")
return ICON_FA_FONT;
if (ext==".txt" || ext==".md")
return ICON_FA_FILE_LINES;
if (ext==".lua" || ext==".c" || ext==".h" || ext==".cpp")
return ICON_FA_FILE_CODE;
}
return ICON_FA_FILE;
}

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - asset browser
*
* This is a more complex ImGui Integration
* It shows how to build windows on top of 2d and 3d views using a render texture
*
* Copyright (c) 2024 Jeffery Myers
*
********************************************************************************************/
#pragma once
#include "item_view.h"
#include "raylib.h"
#include <string>
#include <vector>
#include <list>
class AssetBrowserPanel
{
public:
AssetBrowserPanel();
void Show();
private:
std::string AssetRoot;
class AssetItemInfo : public ViewableItem
{
protected:
bool File = false;
public:
AssetItemInfo(bool file) : File(file) {}
bool IsFile() const { return File; }
};
class FileInfo : public AssetItemInfo
{
public:
FileInfo() : AssetItemInfo(true) {}
std::string FullPath;
};
class FolderInfo : public AssetItemInfo
{
public:
FolderInfo() : AssetItemInfo(false) {}
std::string FullPath;
FolderInfo* Parent = nullptr;
std::list<FolderInfo> Children;
bool ForceOpenNextFrame = false;
void PopulateChildren();
};
FolderInfo FolderRoot;
class AssetContainer : public ViewableItemContainer
{
public:
ViewableItem* Reset() override;
size_t Count() override;
ViewableItem* Next() override;
FolderInfo* Folder = nullptr;
std::vector<FileInfo> Files;
std::vector<FileInfo>::iterator FileItr;
std::list<FolderInfo>::iterator FolderItr;
};
AssetContainer CurrentFolderContents;
ListItemView ListView;
ItemView* CurrentView = nullptr;
void RebuildFolderTree();
void SetCurrentFolder(FolderInfo* folder);
bool ShowFolderTreeNode(FolderInfo& folder);
void ShowFolderTree();
void ShowFilePane();
void ShowHeader();
const char* GetFileIcon(const char* filename);
};

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - asset browser
*
* This is a more complex ImGui Integration
* It shows how to build windows on top of 2d and 3d views using a render texture
*
* Copyright (c) 2024 Jeffery Myers
*
********************************************************************************************/
#include "imgui_utils.h"
#include "imgui.h"
#include "imgui_internal.h"
namespace ImGuiUtils
{
bool IsSpace(char aCharacter)
{
// all space characters are values 32 or less (space is 32)
// so we can convert them to a bitmask and use a single condition
const int mask = (1 << (' ' - 1)) | (1 << ('\f' - 1)) | (1 << ('\n' - 1)) | (1 << ('\r' - 1)) | (1 << ('\t' - 1)) | (1 << ('\v' - 1));
return (mask & (1 << ((aCharacter && aCharacter <= 32) * (aCharacter - 1)))) != 0;
}
//-------------------------------------------------------------------------------------------------
// Todo: Add support for soft-hyphens when using word boundaries?
//-------------------------------------------------------------------------------------------------
void TextWithEllipsis(const char* string, float aMaxWidth, bool useWordBoundaries, float aSpacing)
{
char const* partStart = string;
char const* partEnd = string;
ImWchar elipsisChar = ImGui::GetFont()->EllipsisChar;
char elipsisText[8];
ImTextStrToUtf8(elipsisText, sizeof(elipsisText), &elipsisChar, (&elipsisChar) + 1);
if (aSpacing < 0.0f) aSpacing = ImGui::GetStyle().ItemSpacing.x;
float const ellipsisWidth = ImGui::CalcTextSize(elipsisText).x + aSpacing;
float width = 0;
bool addElipsis = false;
while (*partStart != 0 )
{
// Add space to next segment
while (IsSpace(*partEnd))
partEnd++;
if (useWordBoundaries)
{
// get next 'word' by looking for space after non-space
while (*partEnd != 0 && !IsSpace(*partEnd))
++partEnd;
}
else
{
if (*partEnd != 0)
++partEnd;
}
ImVec2 const wordSize = ImGui::CalcTextSize(partStart, partEnd);
// Clearly we have space for this word so just add it
if (wordSize.x + width + ellipsisWidth < aMaxWidth)
{
width += wordSize.x;
partStart = partEnd;
}
// If we're just at the end of the word and we just fit then we can commit here
else if (*partEnd == 0 && wordSize.x + width < aMaxWidth)
{
width += wordSize.x;
partStart = partEnd;
}
// we're done so add elipsis where the current segment starts
else
{
addElipsis = true;
break;
}
}
ImGui::TextUnformatted(string, partStart);
if (addElipsis)
{
ImGui::SameLine(0.0f, aSpacing);
ImGui::TextUnformatted(elipsisText);
}
}
}

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - asset browser
*
* This is a more complex ImGui Integration
* It shows how to build windows on top of 2d and 3d views using a render texture
*
* Copyright (c) 2024 Jeffery Myers
*
********************************************************************************************/
#pragma once
#include <string>
namespace ImGuiUtils
{
void TextWithEllipsis(const char* string, float maxWidth, bool useWordBoundaries = false, float aSpacing = 0);
}

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - asset browser
*
* This is a more complex ImGui Integration
* It shows how to build windows on top of 2d and 3d views using a render texture
*
* Copyright (c) 2024 Jeffery Myers
*
********************************************************************************************/
#pragma once
#include <string>
#include "raylib.h"
class ViewableItem
{
public:
virtual ~ViewableItem() = default;
std::string Name;
std::string Icon;
Color Tint = BLANK;
};
class ViewableItemContainer
{
public:
virtual ~ViewableItemContainer() = default;
virtual ViewableItem* Reset() = 0;
virtual size_t Count() = 0;
virtual ViewableItem* Next() = 0;
};
class ItemView
{
public:
virtual ~ItemView() = default;
virtual ViewableItem* Show(ViewableItemContainer& container) = 0;
};
class ListItemView : public ItemView
{
public:
ViewableItem* Show(ViewableItemContainer& container) override;
};

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - asset browser
*
* This is a more complex ImGui Integration
* It shows how to build windows on top of 2d and 3d views using a render texture
*
* Copyright (c) 2024 Jeffery Myers
*
********************************************************************************************/
#include "item_view.h"
#include "imgui.h"
#include "imgui_utils.h"
#include "rlImGuiColors.h"
#include "raylib.h"
extern ImFont* IconFont;
ViewableItem* ListItemView::Show(ViewableItemContainer& container)
{
ViewableItem* item = container.Reset();
ViewableItem* selected = nullptr;
while (item)
{
float x = ImGui::GetCursorPosX();
const char* name = TextFormat("###%s", item->Name.c_str());
if (item->Tint.a > 0)
ImGui::TextColored(rlImGuiColors::Convert(item->Tint), " %s", item->Icon.c_str());
else
ImGui::Text(" %s", item->Icon.c_str());
ImGui::SameLine(0, 0);
ImGui::Text(" %s", item->Name.c_str());
ImGui::SameLine(0, 0);
ImGui::SetCursorPosX(x);
//ImGui::SetItemAllowOverlap();
ImGui::Selectable(name);
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(0))
{
selected = item;
}
item = container.Next();
}
return selected;
}

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - asset browser
*
* This is a more complex ImGui Integration
* It shows how to build windows on top of 2d and 3d views using a render texture
*
* Copyright (c) 2024 Jeffery Myers
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "imgui.h"
#include "rlImGui.h"
#include "rlImGuiColors.h"
#include "extras/FA6FreeSolidFontData.h"
#include "asset_browser.h"
#include <limits>
ImFont* IconFont = nullptr;
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1900;
int screenHeight = 900;
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib-Extras [ImGui] example - Asset browser");
SetTargetFPS(144);
rlImGuiBeginInitImGui();
ImGui::StyleColorsDark();
static const ImWchar icons_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
ImFontConfig icons_config;
icons_config.MergeMode = true;
icons_config.PixelSnapH = true;
icons_config.FontDataOwnedByAtlas = false;
icons_config.GlyphMaxAdvanceX = std::numeric_limits<float>::max();
icons_config.RasterizerMultiply = 1.0f;
icons_config.OversampleH = 2;
icons_config.OversampleV = 1;
icons_config.GlyphRanges = icons_ranges;
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromMemoryCompressedTTF((void*)fa_solid_900_compressed_data, fa_solid_900_compressed_size, 12, &icons_config, icons_ranges);
icons_config.MergeMode = false;
IconFont = io.Fonts->AddFontFromMemoryCompressedTTF((void*)fa_solid_900_compressed_data, fa_solid_900_compressed_size, 72, &icons_config, icons_ranges);
rlImGuiEndInitImGui();
AssetBrowserPanel assetBrowser;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
BeginDrawing();
ClearBackground(DARKGRAY);
rlImGuiBegin();
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowSize(ImVec2(float(GetScreenWidth()), float(GetScreenHeight())));
if (ImGui::Begin("Frame", 0, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoSavedSettings))
{
assetBrowser.Show();
}
ImGui::End();
rlImGuiEnd();
EndDrawing();
//----------------------------------------------------------------------------------
}
rlImGuiShutdown();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - Docking example
*
* This is an example of using the ImGui docking features that are part of docking branch
* You must replace the default imgui with the code from the docking branch for this to work
* https://github.com/ocornut/imgui/tree/docking
*
* Copyright (c) 2024 Jeffery Myers
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "imgui.h"
#include "rlImGui.h"
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1280;
int screenHeight = 800;
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT | FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
InitWindow(screenWidth, screenHeight, "raylib-Extras [ImGui] example - Docking");
SetTargetFPS(144);
rlImGuiSetup(true);
bool run = true;
bool showDemoWindow = true;
// if the linked ImGui has docking, enable it.
// this will only be true if you use the docking branch of ImGui.
#ifdef IMGUI_HAS_DOCK
ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_DockingEnable;
#endif
// Main game loop
while (!WindowShouldClose() && run) // Detect window close button or ESC key, or a quit from the menu
{
BeginDrawing();
ClearBackground(DARKGRAY);
// draw something to the raylib window below the GUI.
DrawCircle(GetScreenWidth() / 2, GetScreenHeight() / 2, GetScreenHeight() * 0.45f, DARKGREEN);
// start ImGui content
rlImGuiBegin();
// if you want windows to dock to the viewport, call this.
#ifdef IMGUI_HAS_DOCK
ImGui::DockSpaceOverViewport(0, NULL, ImGuiDockNodeFlags_PassthruCentralNode); // set ImGuiDockNodeFlags_PassthruCentralNode so that we can see the raylib contents behind the dockspace
#endif
// show a simple menu bar
if (ImGui::BeginMainMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Quit"))
run = false;
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Window"))
{
if (ImGui::MenuItem("Demo Window", nullptr, showDemoWindow))
showDemoWindow = !showDemoWindow;
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
// show some windows
if (showDemoWindow)
ImGui::ShowDemoWindow(&showDemoWindow);
if (ImGui::Begin("Test Window"))
{
ImGui::TextUnformatted("Another window");
}
ImGui::End();
// end ImGui Content
rlImGuiEnd();
EndDrawing();
//----------------------------------------------------------------------------------
}
rlImGuiShutdown();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - editor
*
* This is a more complex ImGui Integration
* It shows how to build windows on top of 2d and 3d views using a render texture
*
* Copyright (c) 2021 Jeffery Myers
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "imgui.h"
#include "rlImGui.h"
#include "rlImGuiColors.h"
bool Quit = false;
bool ImGuiDemoOpen = false;
class DocumentWindow
{
public:
bool Open = false;
RenderTexture ViewTexture;
virtual void Setup() = 0;
virtual void Shutdown() = 0;
virtual void Show() = 0;
virtual void Update() = 0;
bool Focused = false;
Rectangle ContentRect = { 0 };
};
class ImageViewerWindow : public DocumentWindow
{
public:
void Setup() override
{
Camera.zoom = 1;
Camera.target.x = 0;
Camera.target.y = 0;
Camera.rotation = 0;
Camera.offset.x = GetScreenWidth() / 2.0f;
Camera.offset.y = GetScreenHeight() / 2.0f;
ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
ImageTexture = LoadTexture("resources/parrots.png");
UpdateRenderTexture();
}
void Show() override
{
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::SetNextWindowSizeConstraints(ImVec2(400, 400), ImVec2((float)GetScreenWidth(), (float)GetScreenHeight()));
Focused = false;
if (ImGui::Begin("Image Viewer", &Open, ImGuiWindowFlags_NoScrollbar))
{
// save off the screen space content rectangle
ContentRect = { ImGui::GetWindowPos().x + ImGui::GetCursorScreenPos().x, ImGui::GetWindowPos().y + ImGui::GetCursorScreenPos().y, ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y };
Focused = ImGui::IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows);
ImVec2 size = ImGui::GetContentRegionAvail();
// center the scratch pad in the view
Rectangle viewRect = { 0 };
viewRect.x = ViewTexture.texture.width / 2 - size.x / 2;
viewRect.y = ViewTexture.texture.height / 2 - size.y / 2;
viewRect.width = size.x;
viewRect.height = -size.y;
if (ImGui::BeginChild("Toolbar", ImVec2(ImGui::GetContentRegionAvail().x, 25)))
{
ImGui::SetCursorPosX(2);
ImGui::SetCursorPosY(3);
if (ImGui::Button("None"))
{
CurrentToolMode = ToolMode::None;
}
ImGui::SameLine();
if (ImGui::Button("Move"))
{
CurrentToolMode = ToolMode::Move;
}
ImGui::SameLine();
switch (CurrentToolMode)
{
case ToolMode::None:
ImGui::TextUnformatted("No Tool");
break;
case ToolMode::Move:
ImGui::TextUnformatted("Move Tool");
break;
default:
break;
}
ImGui::SameLine();
ImGui::TextUnformatted(TextFormat("camera target X%f Y%f", Camera.target.x, Camera.target.y));
ImGui::EndChild();
}
rlImGuiImageRect(&ViewTexture.texture, (int)size.x, (int)size.y, viewRect);
}
ImGui::End();
ImGui::PopStyleVar();
}
void Update() override
{
if (!Open)
return;
if (IsWindowResized())
{
UnloadRenderTexture(ViewTexture);
ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
Camera.offset.x = GetScreenWidth() / 2.0f;
Camera.offset.y = GetScreenHeight() / 2.0f;
}
Vector2 mousePos = GetMousePosition();
if (Focused)
{
if (CurrentToolMode == ToolMode::Move)
{
// only do this tool when the mouse is in the content area of the window
if (IsMouseButtonDown(0) && CheckCollisionPointRec(mousePos, ContentRect))
{
if (!Dragging)
{
LastMousePos = mousePos;
LastTarget = Camera.target;
}
Dragging = true;
Vector2 mouseDelta = Vector2Subtract(LastMousePos, mousePos);
mouseDelta.x /= Camera.zoom;
mouseDelta.y /= Camera.zoom;
Camera.target = Vector2Add(LastTarget, mouseDelta);
DirtyScene = true;
}
else
{
Dragging = false;
}
}
}
else
{
Dragging = false;
}
if (DirtyScene)
{
DirtyScene = false;
UpdateRenderTexture();
}
}
Texture ImageTexture;
Camera2D Camera = { 0 };
Vector2 LastMousePos = { 0 };
Vector2 LastTarget = { 0 };
bool Dragging = false;
bool DirtyScene = false;
enum class ToolMode
{
None,
Move,
};
ToolMode CurrentToolMode = ToolMode::None;
void UpdateRenderTexture()
{
BeginTextureMode(ViewTexture);
ClearBackground(BLUE);
// camera with our view offset with a world origin of 0,0
BeginMode2D(Camera);
// center the image at 0,0
DrawTexture(ImageTexture, ImageTexture.width / -2, ImageTexture.height / -2, WHITE);
EndMode2D();
EndTextureMode();
}
void Shutdown() override
{
UnloadRenderTexture(ViewTexture);
UnloadTexture(ImageTexture);
}
};
class SceneViewWindow : public DocumentWindow
{
public:
Camera3D Camera = { 0 };
void Setup() override
{
ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
Camera.fovy = 45;
Camera.up.y = 1;
Camera.position.y = 3;
Camera.position.z = -25;
Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
GridTexture = LoadTextureFromImage(img);
UnloadImage(img);
GenTextureMipmaps(&GridTexture);
SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X);
SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP);
}
void Shutdown() override
{
UnloadRenderTexture(ViewTexture);
UnloadTexture(GridTexture);
}
void Show() override
{
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::SetNextWindowSizeConstraints(ImVec2(400, 400), ImVec2((float)GetScreenWidth(), (float)GetScreenHeight()));
if (ImGui::Begin("3D View", &Open, ImGuiWindowFlags_NoScrollbar))
{
Focused = ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows);
// draw the view
rlImGuiImageRenderTextureFit(&ViewTexture, true);
}
ImGui::End();
ImGui::PopStyleVar();
}
void Update() override
{
if (!Open)
return;
if (IsWindowResized())
{
UnloadRenderTexture(ViewTexture);
ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
}
float period = 10;
float magnitude = 25;
Camera.position.x = (float)(sinf((float)GetTime() / period) * magnitude);
BeginTextureMode(ViewTexture);
ClearBackground(SKYBLUE);
BeginMode3D(Camera);
// grid of cube trees on a plane to make a "world"
DrawPlane(Vector3{ 0, 0, 0 }, Vector2{ 50, 50 }, BEIGE); // simple world plane
float spacing = 4;
int count = 5;
for (float x = -count * spacing; x <= count * spacing; x += spacing)
{
for (float z = -count * spacing; z <= count * spacing; z += spacing)
{
Vector3 pos = { x, 0.5f, z };
Vector3 min = { x - 0.5f,0,z - 0.5f };
Vector3 max = { x + 0.5f,1,z + 0.5f };
DrawCube(Vector3{ x, 1.5f, z }, 1, 1, 1, GREEN);
DrawCube(Vector3{ x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
}
}
EndMode3D();
EndTextureMode();
}
Texture2D GridTexture = { 0 };
};
ImageViewerWindow ImageViewer;
SceneViewWindow SceneView;
void DoMainMenu()
{
if (ImGui::BeginMainMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Exit"))
Quit = true;
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Window"))
{
ImGui::MenuItem("ImGui Demo", nullptr, &ImGuiDemoOpen);
ImGui::MenuItem("Image Viewer", nullptr, &ImageViewer.Open);
ImGui::MenuItem("3D View", nullptr, &SceneView.Open);
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
}
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1900;
int screenHeight = 900;
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib-Extras [ImGui] example - ImGui Demo");
SetTargetFPS(144);
rlImGuiSetup(true);
ImGui::GetIO().ConfigWindowsMoveFromTitleBarOnly = true;
ImageViewer.Setup();
ImageViewer.Open = true;
SceneView.Setup();
SceneView.Open = true;
// Main game loop
while (!WindowShouldClose() && !Quit) // Detect window close button or ESC key
{
ImageViewer.Update();
SceneView.Update();
BeginDrawing();
ClearBackground(DARKGRAY);
rlImGuiBegin();
DoMainMenu();
if (ImGuiDemoOpen)
ImGui::ShowDemoWindow(&ImGuiDemoOpen);
if (ImageViewer.Open)
ImageViewer.Show();
if (SceneView.Open)
SceneView.Show();
rlImGuiEnd();
EndDrawing();
//----------------------------------------------------------------------------------
}
rlImGuiShutdown();
ImageViewer.Shutdown();
SceneView.Shutdown();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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// Dear ImGui: standalone example application for Raylib with OpenGL
// (Raylib is a simple learning library for game development)
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h"
#include "imgui_impl_raylib.h"
#include "raylib.h"
// Main code
int main(int, char**)
{
// Setup raylib window
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
InitWindow(1280, 720, "Dear ImGui Raylib(OpenGL) example");
// Setup Dear ImGui context
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplRaylib_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
ImFont* font = io.Fonts->AddFontFromFileTTF("resources/driusstraight.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
IM_ASSERT(font != nullptr);
// required to be called to cache the font texture with raylib
ImGui_ImplRaylib_BuildFontAtlas();
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
while (!done)
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ImGui_ImplRaylib_ProcessEvents();
// Start the Dear ImGui frame
ImGui_ImplRaylib_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
BeginDrawing();
ClearBackground(Color{ (unsigned char)(clear_color.x * 255), (unsigned char)(clear_color.y * 255),(unsigned char)(clear_color.z * 255),(unsigned char)(clear_color.w * 255) });
ImGui_ImplRaylib_RenderDrawData(ImGui::GetDrawData());
EndDrawing();
done = WindowShouldClose();
}
// Cleanup
ImGui_ImplRaylib_Shutdown();
ImGui::DestroyContext();
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* raylib-extras [ImGui] example - Simple Integration
*
* This is a simple ImGui Integration
* It is done using C++ but with C style code
* It can be done in C as well if you use the C ImGui wrapper
* https://github.com/cimgui/cimgui
*
* Copyright (c) 2021 Jeffery Myers
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "imgui.h"
#include "rlImGui.h"
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1280;
int screenHeight = 800;
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT | FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib-Extras [ImGui] example - simple ImGui Demo");
SetTargetFPS(144);
rlImGuiSetup(true);
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
BeginDrawing();
ClearBackground(DARKGRAY);
// start ImGui Conent
rlImGuiBegin();
// show ImGui Content
bool open = true;
ImGui::ShowDemoWindow(&open);
// end ImGui Content
rlImGuiEnd();
EndDrawing();
//----------------------------------------------------------------------------------
}
rlImGuiShutdown();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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Font Awesome Free License
-------------------------
Font Awesome Free is free, open source, and GPL friendly. You can use it for
commercial projects, open source projects, or really almost whatever you want.
Full Font Awesome Free license: https://fontawesome.com/license/free.
# Icons: CC BY 4.0 License (https://creativecommons.org/licenses/by/4.0/)
In the Font Awesome Free download, the CC BY 4.0 license applies to all icons
packaged as SVG and JS file types.
# Fonts: SIL OFL 1.1 License (https://scripts.sil.org/OFL)
In the Font Awesome Free download, the SIL OFL license applies to all icons
packaged as web and desktop font files.
# Code: MIT License (https://opensource.org/licenses/MIT)
In the Font Awesome Free download, the MIT license applies to all non-font and
non-icon files.
# Attribution
Attribution is required by MIT, SIL OFL, and CC BY licenses. Downloaded Font
Awesome Free files already contain embedded comments with sufficient
attribution, so you shouldn't need to do anything additional when using these
files normally.
We've kept attribution comments terse, so we ask that you do not actively work
to remove them from files, especially code. They're a great way for folks to
learn about Font Awesome.
# Brand Icons
All brand icons are trademarks of their respective owners. The use of these
trademarks does not indicate endorsement of the trademark holder by Font
Awesome, nor vice versa. **Please do not use brand logos for any purpose except
to represent the company, product, or service to which they refer.**

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/**********************************************************************************************
*
* raylibExtras * Utilities and Shared Components for Raylib
*
* rlImGui * basic ImGui integration
*
* LICENSE: ZLIB
*
* Copyright (c) 2024 Jeffery Myers
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************************************************/
// dear imgui: Platform Backend for Raylib
// (Info: Raylib is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc. using OpenGL)
// This is is the low level ImGui backend for raylib, a higher level API that matches the raylib API can be found in rlImGui.h
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
IMGUI_IMPL_API bool ImGui_ImplRaylib_Init(void);
IMGUI_IMPL_API void ImGui_ImplRaylib_BuildFontAtlas(void);
IMGUI_IMPL_API void ImGui_ImplRaylib_Shutdown(void);
IMGUI_IMPL_API void ImGui_ImplRaylib_NewFrame(void);
IMGUI_IMPL_API void ImGui_ImplRaylib_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplRaylib_ProcessEvents(void);
#endif // #ifndef IMGUI_DISABLE

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premake5.exe vs2022
pause

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premake5.exe gmake2
pause

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newoption
{
trigger = "graphics",
value = "OPENGL_VERSION",
description = "version of OpenGL to build raylib against",
allowed = {
{ "opengl11", "OpenGL 1.1"},
{ "opengl21", "OpenGL 2.1"},
{ "opengl33", "OpenGL 3.3"},
{ "opengl43", "OpenGL 4.3"}
},
default = "opengl33"
}
function define_C()
language "C"
end
function define_Cpp()
language "C++"
end
function string.starts(String,Start)
return string.sub(String,1,string.len(Start))==Start
end
function link_to(lib)
links (lib)
includedirs ("../"..lib.."/include", "../"..lib.."/" )
end
function download_progress(total, current)
local ratio = current / total;
ratio = math.min(math.max(ratio, 0), 1);
local percent = math.floor(ratio * 100);
print("Download progress (" .. percent .. "%/100%)")
end
function check_raylib()
if(os.isdir("raylib") == false and os.isdir("raylib-master") == false) then
if(not os.isfile("raylib-master.zip")) then
print("Raylib not found, downloading from github")
local result_str, response_code = http.download("https://github.com/raysan5/raylib/archive/refs/heads/master.zip", "raylib-master.zip", {
progress = download_progress,
headers = { "From: Premake", "Referer: Premake" }
})
end
print("Unzipping to " .. os.getcwd())
zip.extract("raylib-master.zip", os.getcwd())
os.remove("raylib-master.zip")
end
end
function check_imgui()
if(os.isdir("imgui") == false and os.isdir("imgui-master") == false) then
if(not os.isfile("imgui-master.zip")) then
print("imgui not found, downloading from github")
local result_str, response_code = http.download("https://github.com/ocornut/imgui/archive/refs/heads/master.zip", "imgui-master.zip", {
progress = download_progress,
headers = { "From: Premake", "Referer: Premake" }
})
end
print("Unzipping to " .. os.getcwd())
zip.extract("imgui-master.zip", os.getcwd())
os.remove("imgui-master.zip")
end
end
workspace "rlImGui"
configurations { "Debug", "Release" }
platforms { "x64"}
defaultplatform "x64"
filter "configurations:Debug"
defines { "DEBUG" }
symbols "On"
filter "configurations:Release"
defines { "NDEBUG" }
optimize "On"
filter { "platforms:x64" }
architecture "x86_64"
filter { "system:linux" }
defines { "_GLFW_X11" }
defines { "_GNU_SOURCE" }
targetdir "bin/%{cfg.buildcfg}/"
cdialect "C99"
cppdialect "C++17"
check_raylib()
check_imgui()
include ("raylib_premake5.lua")
project "rlImGui"
kind "StaticLib"
location "build"
targetdir "bin/%{cfg.buildcfg}"
language "C++"
cdialect "C99"
cppdialect "C++17"
include_raylib()
includedirs { "rlImGui", "imgui", "imgui-master"}
vpaths
{
["Header Files"] = { "*.h"},
["Source Files"] = {"*.cpp"},
["ImGui Files"] = { "imgui/*.h","imgui/*.cpp", "imgui-master/*.h","imgui-master/*.cpp" },
}
files {"imgui-master/*.h", "imgui-master/*.cpp", "imgui/*.h", "imgui/*.cpp", "*.cpp", "*.h", "extras/**.h"}
defines {"IMGUI_DISABLE_OBSOLETE_FUNCTIONS","IMGUI_DISABLE_OBSOLETE_KEYIO"}
group "Examples"
project "simple"
kind "ConsoleApp"
language "C++"
cdialect "C99"
cppdialect "C++17"
location "build"
targetdir "bin/%{cfg.buildcfg}"
vpaths
{
["Header Files"] = { "examples/**.h"},
["Source Files"] = {"examples/**.cpp", "examples/**.c"},
}
files {"examples/simple.cpp"}
link_raylib()
links {"rlImGui"}
includedirs {"./", "imgui", "imgui-master" }
filter "action:vs*"
debugdir "$(SolutionDir)"
project "editor"
kind "ConsoleApp"
language "C++"
cdialect "C99"
cppdialect "C++17"
location "build"
targetdir "bin/%{cfg.buildcfg}"
vpaths
{
["Header Files"] = { "examples/**.h"},
["Source Files"] = {"examples/**.cpp", "examples/**.c"},
}
files {"examples/editor.cpp"}
link_raylib()
links {"rlImGui"}
includedirs {"./", "imgui", "imgui-master" }
filter "action:vs*"
debugdir "$(SolutionDir)"
project "imgui_style_example"
kind "ConsoleApp"
language "C++"
cdialect "C99"
cppdialect "C++17"
location "build"
targetdir "bin/%{cfg.buildcfg}"
vpaths
{
["Header Files"] = { "examples/**.h"},
["Source Files"] = {"examples/**.cpp", "examples/**.c"},
}
files {"examples/imgui_style_example.cpp"}
link_raylib()
links {"rlImGui"}
includedirs {"./", "imgui", "imgui-master" }
filter "action:vs*"
debugdir "$(SolutionDir)"
project "docking_example"
kind "ConsoleApp"
language "C++"
cdialect "C99"
cppdialect "C++17"
location "build"
targetdir "bin/%{cfg.buildcfg}"
vpaths
{
["Header Files"] = { "examples/**.h"},
["Source Files"] = {"examples/**.cpp", "examples/**.c"},
}
files {"examples/docking_example.cpp"}
link_raylib()
links {"rlImGui"}
includedirs {"./", "imgui", "imgui-master" }
filter "action:vs*"
debugdir "$(SolutionDir)"
project "asset_browser"
kind "ConsoleApp"
language "C++"
cdialect "C99"
cppdialect "C++17"
location "build"
targetdir "bin/%{cfg.buildcfg}"
vpaths
{
["Header Files"] = { "examples/asset_browser/**.h"},
["Source Files"] = {"examples/asset_browser/**.cpp", "examples/asset_browser/**.c"},
}
files {"examples/asset_browser/**.cpp", "examples/asset_browser/**.h"}
link_raylib()
links {"rlImGui"}
includedirs {"./", "examples/asset_browser/", "imgui", "imgui-master" }
filter "action:vs*"
debugdir "$(SolutionDir)"

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-- Copyright (c) 2020-2024 Jeffery Myers
--
--This software is provided "as-is", without any express or implied warranty. In no event
--will the authors be held liable for any damages arising from the use of this software.
--Permission is granted to anyone to use this software for any purpose, including commercial
--applications, and to alter it and redistribute it freely, subject to the following restrictions:
-- 1. The origin of this software must not be misrepresented; you must not claim that you
-- wrote the original software. If you use this software in a product, an acknowledgment
-- in the product documentation would be appreciated but is not required.
--
-- 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-- as being the original software.
--
-- 3. This notice may not be removed or altered from any source distribution.
function platform_defines()
defines{"PLATFORM_DESKTOP"}
filter {"options:graphics=opengl43"}
defines{"GRAPHICS_API_OPENGL_43"}
filter {"options:graphics=opengl33"}
defines{"GRAPHICS_API_OPENGL_33"}
filter {"options:graphics=opengl21"}
defines{"GRAPHICS_API_OPENGL_21"}
filter {"options:graphics=opengl11"}
defines{"GRAPHICS_API_OPENGL_11"}
filter {"system:macosx"}
disablewarnings {"deprecated-declarations"}
filter {"system:linux"}
defines {"_GLFW_X11"}
defines {"_GNU_SOURCE"}
-- This is necessary, otherwise compilation will fail since
-- there is no CLOCK_MONOTOMIC. raylib claims to have a workaround
-- to compile under c99 without -D_GNU_SOURCE, but it didn't seem
-- to work. raylib's Makefile also adds this flag, probably why it went
-- unnoticed for so long.
-- It compiles under c11 without -D_GNU_SOURCE, because c11 requires
-- to have CLOCK_MONOTOMIC
-- See: https://github.com/raysan5/raylib/issues/2729
filter{}
end
function get_raylib_dir()
if (os.isdir("raylib-master")) then
return "raylib-master"
end
if (os.isdir("../raylib-master")) then
return "raylib-master"
end
return "raylib"
end
function link_raylib()
links {"raylib"}
raylib_dir = get_raylib_dir();
includedirs {raylib_dir .. "/src" }
includedirs {raylib_dir .."/src/external" }
includedirs {raylib_dir .."/src/external/glfw/include" }
platform_defines()
filter "action:vs*"
defines{"_WINSOCK_DEPRECATED_NO_WARNINGS", "_CRT_SECURE_NO_WARNINGS"}
dependson {"raylib"}
links {"raylib.lib"}
characterset ("MBCS")
buildoptions { "/Zc:__cplusplus" }
filter "system:windows"
defines{"_WIN32"}
links {"winmm", "gdi32"}
libdirs {"bin/%{cfg.buildcfg}"}
filter "system:linux"
links {"pthread", "m", "dl", "rt", "X11"}
filter "system:macosx"
links {"OpenGL.framework", "Cocoa.framework", "IOKit.framework", "CoreFoundation.framework", "CoreAudio.framework", "CoreVideo.framework", "AudioToolbox.framework"}
filter{}
end
function include_raylib()
raylib_dir = get_raylib_dir();
includedirs {raylib_dir .."/src" }
includedirs {raylib_dir .."/src/external" }
includedirs {raylib_dir .."/src/external/glfw/include" }
platform_defines()
filter "action:vs*"
defines{"_WINSOCK_DEPRECATED_NO_WARNINGS", "_CRT_SECURE_NO_WARNINGS"}
filter{}
end
project "raylib"
kind "StaticLib"
platform_defines()
location "build"
language "C"
cdialect "C99"
cppdialect "C++17"
targetdir "bin/%{cfg.buildcfg}"
filter "action:vs*"
defines{"_WINSOCK_DEPRECATED_NO_WARNINGS", "_CRT_SECURE_NO_WARNINGS"}
characterset ("MBCS")
buildoptions { "/Zc:__cplusplus" }
filter{}
raylib_dir = get_raylib_dir();
print ("Using raylib dir " .. raylib_dir);
includedirs {raylib_dir .. "/src", raylib_dir .. "/src/external/glfw/include" }
vpaths
{
["Header Files"] = { raylib_dir .. "/src/**.h"},
["Source Files/*"] = { raylib_dir .. "/src/**.c"},
}
files {raylib_dir .. "/src/*.h", raylib_dir .. "/src/*.c"}
removefiles {raylib_dir .. "/src/rcore_*.c"}
filter { "system:macosx", "files:" .. raylib_dir .. "/src/rglfw.c" }
compileas "Objective-C"
filter{}

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/**********************************************************************************************
*
* raylibExtras * Utilities and Shared Components for Raylib
*
* rlImGui * basic ImGui integration
*
* LICENSE: ZLIB
*
* Copyright (c) 2024 Jeffery Myers
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************************************************/
#include "rlImGui.h"
#include "imgui_impl_raylib.h"
#include "raylib.h"
#include "rlgl.h"
#include "imgui.h"
#include <cstdint>
#include <limits>
#include <map>
#include <math.h>
#ifndef NO_FONT_AWESOME
#include "extras/FA6FreeSolidFontData.h"
#endif
static ImGuiMouseCursor CurrentMouseCursor = ImGuiMouseCursor_COUNT;
static MouseCursor MouseCursorMap[ImGuiMouseCursor_COUNT];
ImGuiContext *GlobalContext = nullptr;
static std::map<KeyboardKey, ImGuiKey> RaylibKeyMap;
static bool LastFrameFocused = false;
static bool LastControlPressed = false;
static bool LastShiftPressed = false;
static bool LastAltPressed = false;
static bool LastSuperPressed = false;
// internal only functions
bool rlImGuiIsControlDown() {
return IsKeyDown(KEY_RIGHT_CONTROL) || IsKeyDown(KEY_LEFT_CONTROL);
}
bool rlImGuiIsShiftDown() {
return IsKeyDown(KEY_RIGHT_SHIFT) || IsKeyDown(KEY_LEFT_SHIFT);
}
bool rlImGuiIsAltDown() {
return IsKeyDown(KEY_RIGHT_ALT) || IsKeyDown(KEY_LEFT_ALT);
}
bool rlImGuiIsSuperDown() {
return IsKeyDown(KEY_RIGHT_SUPER) || IsKeyDown(KEY_LEFT_SUPER);
}
void ReloadFonts(void) {
ImGuiIO &io = ImGui::GetIO();
unsigned char *pixels = nullptr;
int width;
int height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, nullptr);
Image image = GenImageColor(width, height, BLANK);
memcpy(image.data, pixels, width * height * 4);
Texture2D *fontTexture = (Texture2D *)io.Fonts->TexID;
if (fontTexture && fontTexture->id != 0) {
UnloadTexture(*fontTexture);
MemFree(fontTexture);
}
fontTexture = (Texture2D *)MemAlloc(sizeof(Texture2D));
*fontTexture = LoadTextureFromImage(image);
UnloadImage(image);
io.Fonts->TexID = (ImTextureID)fontTexture;
}
static const char *GetClipTextCallback(ImGuiContext *) {
return GetClipboardText();
}
static void SetClipTextCallback(ImGuiContext *, const char *text) {
SetClipboardText(text);
}
static void ImGuiNewFrame(float deltaTime) {
ImGuiIO &io = ImGui::GetIO();
// Vector2 resolutionScale = GetWindowScaleDPI();
Vector2 resolutionScale = Vector2{1, 1};
#ifndef PLATFORM_DRM
if (IsWindowFullscreen()) {
int monitor = GetCurrentMonitor();
io.DisplaySize.x = float(GetMonitorWidth(monitor));
io.DisplaySize.y = float(GetMonitorHeight(monitor));
} else {
io.DisplaySize.x = float(GetScreenWidth());
io.DisplaySize.y = float(GetScreenHeight());
}
#if !defined(__APPLE__)
if (!IsWindowState(FLAG_WINDOW_HIGHDPI))
resolutionScale = Vector2{1, 1};
#endif
#else
io.DisplaySize.x = float(GetScreenWidth());
io.DisplaySize.y = float(GetScreenHeight());
#endif
io.DisplayFramebufferScale = ImVec2(resolutionScale.x, resolutionScale.y);
if (deltaTime <= 0)
deltaTime = 0.001f;
io.DeltaTime = deltaTime;
if (ImGui::GetIO().BackendFlags & ImGuiBackendFlags_HasMouseCursors) {
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0) {
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor != CurrentMouseCursor || io.MouseDrawCursor) {
CurrentMouseCursor = imgui_cursor;
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) {
HideCursor();
} else {
ShowCursor();
if (!(io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)) {
SetMouseCursor((imgui_cursor > -1 && imgui_cursor < ImGuiMouseCursor_COUNT)
? MouseCursorMap[imgui_cursor]
: MOUSE_CURSOR_DEFAULT);
}
}
}
}
}
}
static void ImGuiTriangleVert(ImDrawVert &idx_vert) {
Color *c;
c = (Color *)&idx_vert.col;
rlColor4ub(c->r, c->g, c->b, c->a);
rlTexCoord2f(idx_vert.uv.x, idx_vert.uv.y);
rlVertex2f(idx_vert.pos.x, idx_vert.pos.y);
}
static void ImGuiRenderTriangles(unsigned int count, int indexStart,
const ImVector<ImDrawIdx> &indexBuffer,
const ImVector<ImDrawVert> &vertBuffer, void *texturePtr) {
if (count < 3)
return;
Texture *texture = (Texture *)texturePtr;
unsigned int textureId = (texture == nullptr) ? 0 : texture->id;
rlBegin(RL_TRIANGLES);
rlSetTexture(textureId);
for (unsigned int i = 0; i <= (count - 3); i += 3) {
ImDrawIdx indexA = indexBuffer[indexStart + i];
ImDrawIdx indexB = indexBuffer[indexStart + i + 1];
ImDrawIdx indexC = indexBuffer[indexStart + i + 2];
ImDrawVert vertexA = vertBuffer[indexA];
ImDrawVert vertexB = vertBuffer[indexB];
ImDrawVert vertexC = vertBuffer[indexC];
ImGuiTriangleVert(vertexA);
ImGuiTriangleVert(vertexB);
ImGuiTriangleVert(vertexC);
}
rlEnd();
}
static void EnableScissor(float x, float y, float width, float height) {
rlEnableScissorTest();
ImGuiIO &io = ImGui::GetIO();
ImVec2 scale = io.DisplayFramebufferScale;
#if !defined(__APPLE__)
if (!IsWindowState(FLAG_WINDOW_HIGHDPI)) {
scale.x = 1;
scale.y = 1;
}
#endif
rlScissor((int)(x * scale.x), int((io.DisplaySize.y - (int)(y + height)) * scale.y),
(int)(width * scale.x), (int)(height * scale.y));
}
static void SetupMouseCursors(void) {
MouseCursorMap[ImGuiMouseCursor_Arrow] = MOUSE_CURSOR_ARROW;
MouseCursorMap[ImGuiMouseCursor_TextInput] = MOUSE_CURSOR_IBEAM;
MouseCursorMap[ImGuiMouseCursor_Hand] = MOUSE_CURSOR_POINTING_HAND;
MouseCursorMap[ImGuiMouseCursor_ResizeAll] = MOUSE_CURSOR_RESIZE_ALL;
MouseCursorMap[ImGuiMouseCursor_ResizeEW] = MOUSE_CURSOR_RESIZE_EW;
MouseCursorMap[ImGuiMouseCursor_ResizeNESW] = MOUSE_CURSOR_RESIZE_NESW;
MouseCursorMap[ImGuiMouseCursor_ResizeNS] = MOUSE_CURSOR_RESIZE_NS;
MouseCursorMap[ImGuiMouseCursor_ResizeNWSE] = MOUSE_CURSOR_RESIZE_NWSE;
MouseCursorMap[ImGuiMouseCursor_NotAllowed] = MOUSE_CURSOR_NOT_ALLOWED;
}
void SetupFontAwesome(void) {
#ifndef NO_FONT_AWESOME
static const ImWchar icons_ranges[] = {ICON_MIN_FA, ICON_MAX_FA, 0};
ImFontConfig icons_config;
icons_config.MergeMode = true;
icons_config.PixelSnapH = true;
icons_config.FontDataOwnedByAtlas = false;
icons_config.GlyphMaxAdvanceX = std::numeric_limits<float>::max();
icons_config.RasterizerMultiply = 1.0f;
icons_config.OversampleH = 2;
icons_config.OversampleV = 1;
icons_config.GlyphRanges = icons_ranges;
ImGuiIO &io = ImGui::GetIO();
io.Fonts->AddFontFromMemoryCompressedTTF((void *)fa_solid_900_compressed_data,
fa_solid_900_compressed_size, FONT_AWESOME_ICON_SIZE,
&icons_config, icons_ranges);
#endif
}
void SetupBackend(void) {
ImGuiIO &io = ImGui::GetIO();
io.BackendPlatformName = "imgui_impl_raylib";
io.BackendFlags |= ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_HasSetMousePos;
#ifndef PLATFORM_DRM
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
#endif
io.MousePos = ImVec2(0, 0);
ImGuiPlatformIO &platformIO = ImGui::GetPlatformIO();
platformIO.Platform_SetClipboardTextFn = SetClipTextCallback;
platformIO.Platform_GetClipboardTextFn = GetClipTextCallback;
platformIO.Platform_ClipboardUserData = nullptr;
}
void rlImGuiEndInitImGui(void) {
ImGui::SetCurrentContext(GlobalContext);
SetupFontAwesome();
SetupMouseCursors();
SetupBackend();
ReloadFonts();
}
static void SetupKeymap(void) {
if (!RaylibKeyMap.empty())
return;
// build up a map of raylib keys to ImGuiKeys
RaylibKeyMap[KEY_APOSTROPHE] = ImGuiKey_Apostrophe;
RaylibKeyMap[KEY_COMMA] = ImGuiKey_Comma;
RaylibKeyMap[KEY_MINUS] = ImGuiKey_Minus;
RaylibKeyMap[KEY_PERIOD] = ImGuiKey_Period;
RaylibKeyMap[KEY_SLASH] = ImGuiKey_Slash;
RaylibKeyMap[KEY_ZERO] = ImGuiKey_0;
RaylibKeyMap[KEY_ONE] = ImGuiKey_1;
RaylibKeyMap[KEY_TWO] = ImGuiKey_2;
RaylibKeyMap[KEY_THREE] = ImGuiKey_3;
RaylibKeyMap[KEY_FOUR] = ImGuiKey_4;
RaylibKeyMap[KEY_FIVE] = ImGuiKey_5;
RaylibKeyMap[KEY_SIX] = ImGuiKey_6;
RaylibKeyMap[KEY_SEVEN] = ImGuiKey_7;
RaylibKeyMap[KEY_EIGHT] = ImGuiKey_8;
RaylibKeyMap[KEY_NINE] = ImGuiKey_9;
RaylibKeyMap[KEY_SEMICOLON] = ImGuiKey_Semicolon;
RaylibKeyMap[KEY_EQUAL] = ImGuiKey_Equal;
RaylibKeyMap[KEY_A] = ImGuiKey_A;
RaylibKeyMap[KEY_B] = ImGuiKey_B;
RaylibKeyMap[KEY_C] = ImGuiKey_C;
RaylibKeyMap[KEY_D] = ImGuiKey_D;
RaylibKeyMap[KEY_E] = ImGuiKey_E;
RaylibKeyMap[KEY_F] = ImGuiKey_F;
RaylibKeyMap[KEY_G] = ImGuiKey_G;
RaylibKeyMap[KEY_H] = ImGuiKey_H;
RaylibKeyMap[KEY_I] = ImGuiKey_I;
RaylibKeyMap[KEY_J] = ImGuiKey_J;
RaylibKeyMap[KEY_K] = ImGuiKey_K;
RaylibKeyMap[KEY_L] = ImGuiKey_L;
RaylibKeyMap[KEY_M] = ImGuiKey_M;
RaylibKeyMap[KEY_N] = ImGuiKey_N;
RaylibKeyMap[KEY_O] = ImGuiKey_O;
RaylibKeyMap[KEY_P] = ImGuiKey_P;
RaylibKeyMap[KEY_Q] = ImGuiKey_Q;
RaylibKeyMap[KEY_R] = ImGuiKey_R;
RaylibKeyMap[KEY_S] = ImGuiKey_S;
RaylibKeyMap[KEY_T] = ImGuiKey_T;
RaylibKeyMap[KEY_U] = ImGuiKey_U;
RaylibKeyMap[KEY_V] = ImGuiKey_V;
RaylibKeyMap[KEY_W] = ImGuiKey_W;
RaylibKeyMap[KEY_X] = ImGuiKey_X;
RaylibKeyMap[KEY_Y] = ImGuiKey_Y;
RaylibKeyMap[KEY_Z] = ImGuiKey_Z;
RaylibKeyMap[KEY_SPACE] = ImGuiKey_Space;
RaylibKeyMap[KEY_ESCAPE] = ImGuiKey_Escape;
RaylibKeyMap[KEY_ENTER] = ImGuiKey_Enter;
RaylibKeyMap[KEY_TAB] = ImGuiKey_Tab;
RaylibKeyMap[KEY_BACKSPACE] = ImGuiKey_Backspace;
RaylibKeyMap[KEY_INSERT] = ImGuiKey_Insert;
RaylibKeyMap[KEY_DELETE] = ImGuiKey_Delete;
RaylibKeyMap[KEY_RIGHT] = ImGuiKey_RightArrow;
RaylibKeyMap[KEY_LEFT] = ImGuiKey_LeftArrow;
RaylibKeyMap[KEY_DOWN] = ImGuiKey_DownArrow;
RaylibKeyMap[KEY_UP] = ImGuiKey_UpArrow;
RaylibKeyMap[KEY_PAGE_UP] = ImGuiKey_PageUp;
RaylibKeyMap[KEY_PAGE_DOWN] = ImGuiKey_PageDown;
RaylibKeyMap[KEY_HOME] = ImGuiKey_Home;
RaylibKeyMap[KEY_END] = ImGuiKey_End;
RaylibKeyMap[KEY_CAPS_LOCK] = ImGuiKey_CapsLock;
RaylibKeyMap[KEY_SCROLL_LOCK] = ImGuiKey_ScrollLock;
RaylibKeyMap[KEY_NUM_LOCK] = ImGuiKey_NumLock;
RaylibKeyMap[KEY_PRINT_SCREEN] = ImGuiKey_PrintScreen;
RaylibKeyMap[KEY_PAUSE] = ImGuiKey_Pause;
RaylibKeyMap[KEY_F1] = ImGuiKey_F1;
RaylibKeyMap[KEY_F2] = ImGuiKey_F2;
RaylibKeyMap[KEY_F3] = ImGuiKey_F3;
RaylibKeyMap[KEY_F4] = ImGuiKey_F4;
RaylibKeyMap[KEY_F5] = ImGuiKey_F5;
RaylibKeyMap[KEY_F6] = ImGuiKey_F6;
RaylibKeyMap[KEY_F7] = ImGuiKey_F7;
RaylibKeyMap[KEY_F8] = ImGuiKey_F8;
RaylibKeyMap[KEY_F9] = ImGuiKey_F9;
RaylibKeyMap[KEY_F10] = ImGuiKey_F10;
RaylibKeyMap[KEY_F11] = ImGuiKey_F11;
RaylibKeyMap[KEY_F12] = ImGuiKey_F12;
RaylibKeyMap[KEY_LEFT_SHIFT] = ImGuiKey_LeftShift;
RaylibKeyMap[KEY_LEFT_CONTROL] = ImGuiKey_LeftCtrl;
RaylibKeyMap[KEY_LEFT_ALT] = ImGuiKey_LeftAlt;
RaylibKeyMap[KEY_LEFT_SUPER] = ImGuiKey_LeftSuper;
RaylibKeyMap[KEY_RIGHT_SHIFT] = ImGuiKey_RightShift;
RaylibKeyMap[KEY_RIGHT_CONTROL] = ImGuiKey_RightCtrl;
RaylibKeyMap[KEY_RIGHT_ALT] = ImGuiKey_RightAlt;
RaylibKeyMap[KEY_RIGHT_SUPER] = ImGuiKey_RightSuper;
RaylibKeyMap[KEY_KB_MENU] = ImGuiKey_Menu;
RaylibKeyMap[KEY_LEFT_BRACKET] = ImGuiKey_LeftBracket;
RaylibKeyMap[KEY_BACKSLASH] = ImGuiKey_Backslash;
RaylibKeyMap[KEY_RIGHT_BRACKET] = ImGuiKey_RightBracket;
RaylibKeyMap[KEY_GRAVE] = ImGuiKey_GraveAccent;
RaylibKeyMap[KEY_KP_0] = ImGuiKey_Keypad0;
RaylibKeyMap[KEY_KP_1] = ImGuiKey_Keypad1;
RaylibKeyMap[KEY_KP_2] = ImGuiKey_Keypad2;
RaylibKeyMap[KEY_KP_3] = ImGuiKey_Keypad3;
RaylibKeyMap[KEY_KP_4] = ImGuiKey_Keypad4;
RaylibKeyMap[KEY_KP_5] = ImGuiKey_Keypad5;
RaylibKeyMap[KEY_KP_6] = ImGuiKey_Keypad6;
RaylibKeyMap[KEY_KP_7] = ImGuiKey_Keypad7;
RaylibKeyMap[KEY_KP_8] = ImGuiKey_Keypad8;
RaylibKeyMap[KEY_KP_9] = ImGuiKey_Keypad9;
RaylibKeyMap[KEY_KP_DECIMAL] = ImGuiKey_KeypadDecimal;
RaylibKeyMap[KEY_KP_DIVIDE] = ImGuiKey_KeypadDivide;
RaylibKeyMap[KEY_KP_MULTIPLY] = ImGuiKey_KeypadMultiply;
RaylibKeyMap[KEY_KP_SUBTRACT] = ImGuiKey_KeypadSubtract;
RaylibKeyMap[KEY_KP_ADD] = ImGuiKey_KeypadAdd;
RaylibKeyMap[KEY_KP_ENTER] = ImGuiKey_KeypadEnter;
RaylibKeyMap[KEY_KP_EQUAL] = ImGuiKey_KeypadEqual;
}
static void SetupGlobals(void) {
LastFrameFocused = IsWindowFocused();
LastControlPressed = false;
LastShiftPressed = false;
LastAltPressed = false;
LastSuperPressed = false;
}
void rlImGuiBeginInitImGui(void) {
SetupGlobals();
if (GlobalContext == nullptr)
GlobalContext = ImGui::CreateContext(nullptr);
SetupKeymap();
ImGuiIO &io = ImGui::GetIO();
io.Fonts->AddFontDefault();
}
void rlImGuiSetup(bool dark) {
rlImGuiBeginInitImGui();
if (dark)
ImGui::StyleColorsDark();
else
ImGui::StyleColorsLight();
rlImGuiEndInitImGui();
}
void rlImGuiReloadFonts(void) {
ImGui::SetCurrentContext(GlobalContext);
ReloadFonts();
}
void rlImGuiBegin(void) {
ImGui::SetCurrentContext(GlobalContext);
rlImGuiBeginDelta(GetFrameTime());
}
void rlImGuiBeginDelta(float deltaTime) {
ImGui::SetCurrentContext(GlobalContext);
ImGuiNewFrame(deltaTime);
ImGui_ImplRaylib_ProcessEvents();
ImGui::NewFrame();
}
void rlImGuiEnd(void) {
ImGui::SetCurrentContext(GlobalContext);
ImGui::Render();
ImGui_ImplRaylib_RenderDrawData(ImGui::GetDrawData());
}
void rlImGuiShutdown(void) {
if (GlobalContext == nullptr)
return;
ImGui::SetCurrentContext(GlobalContext);
ImGui_ImplRaylib_Shutdown();
ImGui::DestroyContext(GlobalContext);
GlobalContext = nullptr;
}
void rlImGuiImage(const Texture *image) {
if (!image)
return;
if (GlobalContext)
ImGui::SetCurrentContext(GlobalContext);
ImGui::Image((ImTextureID)image, ImVec2(float(image->width), float(image->height)));
}
bool rlImGuiImageButton(const char *name, const Texture *image) {
if (!image)
return false;
if (GlobalContext)
ImGui::SetCurrentContext(GlobalContext);
return ImGui::ImageButton(name, (ImTextureID)image,
ImVec2(float(image->width), float(image->height)));
}
bool rlImGuiImageButtonSize(const char *name, const Texture *image, ImVec2 size) {
if (!image)
return false;
if (GlobalContext)
ImGui::SetCurrentContext(GlobalContext);
return ImGui::ImageButton(name, (ImTextureID)image, size);
}
void rlImGuiImageSize(const Texture *image, int width, int height) {
if (!image)
return;
if (GlobalContext)
ImGui::SetCurrentContext(GlobalContext);
ImGui::Image((ImTextureID)image, ImVec2(float(width), float(height)));
}
void rlImGuiImageSizeV(const Texture *image, Vector2 size) {
if (!image)
return;
if (GlobalContext)
ImGui::SetCurrentContext(GlobalContext);
ImGui::Image((ImTextureID)image, ImVec2(size.x, size.y));
}
void rlImGuiImageRect(const Texture *image, int destWidth, int destHeight, Rectangle sourceRect) {
if (!image)
return;
if (GlobalContext)
ImGui::SetCurrentContext(GlobalContext);
ImVec2 uv0;
ImVec2 uv1;
if (sourceRect.width < 0) {
uv0.x = -((float)sourceRect.x / image->width);
uv1.x = (uv0.x - (float)(fabs(sourceRect.width) / image->width));
} else {
uv0.x = (float)sourceRect.x / image->width;
uv1.x = uv0.x + (float)(sourceRect.width / image->width);
}
if (sourceRect.height < 0) {
uv0.y = -((float)sourceRect.y / image->height);
uv1.y = (uv0.y - (float)(fabs(sourceRect.height) / image->height));
} else {
uv0.y = (float)sourceRect.y / image->height;
uv1.y = uv0.y + (float)(sourceRect.height / image->height);
}
ImGui::Image((ImTextureID)image, ImVec2(float(destWidth), float(destHeight)), uv0, uv1);
// ImGui::Image((ImTextureID)image, ImVec2(float(destWidth), float(destHeight)));
}
void rlImGuiImageRenderTexture(const RenderTexture *image) {
if (!image)
return;
if (GlobalContext)
ImGui::SetCurrentContext(GlobalContext);
rlImGuiImageRect(&image->texture, image->texture.width, image->texture.height,
Rectangle{0, 0, float(image->texture.width), -float(image->texture.height)});
}
void rlImGuiImageRenderTextureFit(const RenderTexture *image, bool center) {
if (!image)
return;
if (GlobalContext)
ImGui::SetCurrentContext(GlobalContext);
ImVec2 area = ImGui::GetContentRegionAvail();
float scale = area.x / image->texture.width;
float y = image->texture.height * scale;
if (y > area.y) {
scale = area.y / image->texture.height;
}
int sizeX = int(image->texture.width * scale);
int sizeY = int(image->texture.height * scale);
if (center) {
ImGui::SetCursorPosX(0);
ImGui::SetCursorPosX(area.x / 2 - sizeX / 2);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (area.y / 2 - sizeY / 2));
}
rlImGuiImageRect(&image->texture, sizeX, sizeY,
Rectangle{0, 0, float(image->texture.width), -float(image->texture.height)});
}
// raw ImGui backend API
bool ImGui_ImplRaylib_Init(void) {
SetupGlobals();
SetupKeymap();
SetupMouseCursors();
SetupBackend();
return true;
}
void ImGui_ImplRaylib_BuildFontAtlas(void) {
ReloadFonts();
}
void ImGui_ImplRaylib_Shutdown() {
ImGuiIO &io = ImGui::GetIO();
Texture2D *fontTexture = (Texture2D *)io.Fonts->TexID;
if (fontTexture) {
UnloadTexture(*fontTexture);
MemFree(fontTexture);
}
io.Fonts->TexID = 0;
}
void ImGui_ImplRaylib_NewFrame(void) {
ImGuiNewFrame(GetFrameTime());
}
void ImGui_ImplRaylib_RenderDrawData(ImDrawData *draw_data) {
rlDrawRenderBatchActive();
rlDisableBackfaceCulling();
for (int l = 0; l < draw_data->CmdListsCount; ++l) {
const ImDrawList *commandList = draw_data->CmdLists[l];
for (const auto &cmd : commandList->CmdBuffer) {
EnableScissor(cmd.ClipRect.x - draw_data->DisplayPos.x,
cmd.ClipRect.y - draw_data->DisplayPos.y,
cmd.ClipRect.z - (cmd.ClipRect.x - draw_data->DisplayPos.x),
cmd.ClipRect.w - (cmd.ClipRect.y - draw_data->DisplayPos.y));
if (cmd.UserCallback != nullptr) {
cmd.UserCallback(commandList, &cmd);
continue;
}
ImGuiRenderTriangles(cmd.ElemCount, cmd.IdxOffset, commandList->IdxBuffer,
commandList->VtxBuffer, (Texture2D *)cmd.TextureId);
rlDrawRenderBatchActive();
}
}
rlSetTexture(0);
rlDisableScissorTest();
rlEnableBackfaceCulling();
}
void HandleGamepadButtonEvent(ImGuiIO &io, GamepadButton button, ImGuiKey key) {
if (IsGamepadButtonPressed(0, button))
io.AddKeyEvent(key, true);
else if (IsGamepadButtonReleased(0, button))
io.AddKeyEvent(key, false);
}
void HandleGamepadStickEvent(ImGuiIO &io, GamepadAxis axis, ImGuiKey negKey, ImGuiKey posKey) {
constexpr float deadZone = 0.20f;
float axisValue = GetGamepadAxisMovement(0, axis);
io.AddKeyAnalogEvent(negKey, axisValue < -deadZone, axisValue < -deadZone ? -axisValue : 0);
io.AddKeyAnalogEvent(posKey, axisValue > deadZone, axisValue > deadZone ? axisValue : 0);
}
bool ImGui_ImplRaylib_ProcessEvents(void) {
ImGuiIO &io = ImGui::GetIO();
bool focused = IsWindowFocused();
if (focused != LastFrameFocused)
io.AddFocusEvent(focused);
LastFrameFocused = focused;
// handle the modifyer key events so that shortcuts work
bool ctrlDown = rlImGuiIsControlDown();
if (ctrlDown != LastControlPressed)
io.AddKeyEvent(ImGuiMod_Ctrl, ctrlDown);
LastControlPressed = ctrlDown;
bool shiftDown = rlImGuiIsShiftDown();
if (shiftDown != LastShiftPressed)
io.AddKeyEvent(ImGuiMod_Shift, shiftDown);
LastShiftPressed = shiftDown;
bool altDown = rlImGuiIsAltDown();
if (altDown != LastAltPressed)
io.AddKeyEvent(ImGuiMod_Alt, altDown);
LastAltPressed = altDown;
bool superDown = rlImGuiIsSuperDown();
if (superDown != LastSuperPressed)
io.AddKeyEvent(ImGuiMod_Super, superDown);
LastSuperPressed = superDown;
// walk the keymap and check for up and down events
for (const auto keyItr : RaylibKeyMap) {
if (IsKeyReleased(keyItr.first))
io.AddKeyEvent(keyItr.second, false);
else if (IsKeyPressed(keyItr.first))
io.AddKeyEvent(keyItr.second, true);
}
if (io.WantCaptureKeyboard) {
// add the text input in order
unsigned int pressed = GetCharPressed();
while (pressed != 0) {
io.AddInputCharacter(pressed);
pressed = GetCharPressed();
}
}
if (!io.WantSetMousePos) {
io.AddMousePosEvent((float)GetMouseX(), (float)GetMouseY());
}
auto setMouseEvent = [&io](int rayMouse, int imGuiMouse) {
if (IsMouseButtonPressed(rayMouse))
io.AddMouseButtonEvent(imGuiMouse, true);
else if (IsMouseButtonReleased(rayMouse))
io.AddMouseButtonEvent(imGuiMouse, false);
};
setMouseEvent(MOUSE_BUTTON_LEFT, ImGuiMouseButton_Left);
setMouseEvent(MOUSE_BUTTON_RIGHT, ImGuiMouseButton_Right);
setMouseEvent(MOUSE_BUTTON_MIDDLE, ImGuiMouseButton_Middle);
setMouseEvent(MOUSE_BUTTON_FORWARD, ImGuiMouseButton_Middle + 1);
setMouseEvent(MOUSE_BUTTON_BACK, ImGuiMouseButton_Middle + 2);
{
Vector2 mouseWheel = GetMouseWheelMoveV();
io.AddMouseWheelEvent(mouseWheel.x, mouseWheel.y);
}
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad && IsGamepadAvailable(0)) {
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_FACE_UP, ImGuiKey_GamepadDpadUp);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ImGuiKey_GamepadDpadRight);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ImGuiKey_GamepadDpadDown);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ImGuiKey_GamepadDpadLeft);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_FACE_UP, ImGuiKey_GamepadFaceUp);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ImGuiKey_GamepadFaceLeft);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ImGuiKey_GamepadFaceDown);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ImGuiKey_GamepadFaceRight);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ImGuiKey_GamepadL1);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_TRIGGER_2, ImGuiKey_GamepadL2);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ImGuiKey_GamepadR1);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_TRIGGER_2, ImGuiKey_GamepadR2);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_THUMB, ImGuiKey_GamepadL3);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_THUMB, ImGuiKey_GamepadR3);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_MIDDLE_LEFT, ImGuiKey_GamepadStart);
HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_MIDDLE_RIGHT, ImGuiKey_GamepadBack);
// left stick
HandleGamepadStickEvent(io, GAMEPAD_AXIS_LEFT_X, ImGuiKey_GamepadLStickLeft,
ImGuiKey_GamepadLStickRight);
HandleGamepadStickEvent(io, GAMEPAD_AXIS_LEFT_Y, ImGuiKey_GamepadLStickUp,
ImGuiKey_GamepadLStickDown);
// right stick
HandleGamepadStickEvent(io, GAMEPAD_AXIS_RIGHT_X, ImGuiKey_GamepadRStickLeft,
ImGuiKey_GamepadRStickRight);
HandleGamepadStickEvent(io, GAMEPAD_AXIS_RIGHT_Y, ImGuiKey_GamepadRStickUp,
ImGuiKey_GamepadRStickDown);
}
return true;
}

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/**********************************************************************************************
*
* raylibExtras * Utilities and Shared Components for Raylib
*
* rlImGui * basic ImGui integration
*
* LICENSE: ZLIB
*
* Copyright (c) 2024 Jeffery Myers
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************************************************/
#pragma once
#include "raylib.h"
// Function specifiers in case library is build/used as a shared library
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
#if defined(_WIN32)
#if defined(__TINYC__)
#define __declspec(x) __attribute__((x))
#endif
#if defined(BUILD_LIBTYPE_SHARED)
#define RLIMGUIAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED)
#define RLIMGUIAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
#endif
#else
#if defined(BUILD_LIBTYPE_SHARED)
#define RLIMGUIAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
#endif
#endif
#ifndef RLIMGUIAPI
#define RLIMGUIAPI // Functions defined as 'extern' by default (implicit specifiers)
#endif
#ifndef NO_FONT_AWESOME
#include "extras/IconsFontAwesome6.h"
#ifndef FONT_AWESOME_ICON_SIZE
#define FONT_AWESOME_ICON_SIZE 11
#endif
#endif
#ifdef __cplusplus
extern "C" {
#endif
// High level API. This API is designed in the style of raylib and meant to work with reaylib code.
// It will manage it's own ImGui context and call common ImGui functions (like NewFrame and Render) for you
// for a lower level API that matches the other ImGui platforms, please see imgui_impl_raylib.h
/// <summary>
/// Sets up ImGui, loads fonts and themes
/// Calls ImGui_ImplRaylib_Init and sets the theme. Will install Font awesome by default
/// </summary>
/// <param name="darkTheme">when true(default) the dark theme is used, when false the light theme is used</param>
RLIMGUIAPI void rlImGuiSetup(bool darkTheme);
/// <summary>
/// Starts a new ImGui Frame
/// Calls ImGui_ImplRaylib_NewFrame, ImGui_ImplRaylib_ProcessEvents, and ImGui::NewFrame together
/// </summary>
RLIMGUIAPI void rlImGuiBegin(void);
/// <summary>
/// Ends an ImGui frame and submits all ImGui drawing to raylib for processing.
/// Calls ImGui:Render, an d ImGui_ImplRaylib_RenderDrawData to draw to the current raylib render target
/// </summary>
RLIMGUIAPI void rlImGuiEnd(void);
/// <summary>
/// Cleanup ImGui and unload font atlas
/// Calls ImGui_ImplRaylib_Shutdown
/// </summary>
RLIMGUIAPI void rlImGuiShutdown(void);
// Advanced StartupAPI
/// <summary>
/// Custom initialization. Not needed if you call rlImGuiSetup. Only needed if you want to add custom setup code.
/// must be followed by rlImGuiEndInitImGui
/// Called by ImGui_ImplRaylib_Init, and does the first part of setup, before fonts are rendered
/// </summary>
RLIMGUIAPI void rlImGuiBeginInitImGui(void);
/// <summary>
/// End Custom initialization. Not needed if you call rlImGuiSetup. Only needed if you want to add custom setup code.
/// must be proceeded by rlImGuiBeginInitImGui
/// Called by ImGui_ImplRaylib_Init and does the second part of setup, and renders fonts.
/// </summary>
RLIMGUIAPI void rlImGuiEndInitImGui(void);
/// <summary>
/// Forces the font texture atlas to be recomputed and re-cached
/// </summary>
RLIMGUIAPI void rlImGuiReloadFonts(void);
// Advanced Update API
/// <summary>
/// Starts a new ImGui Frame with a specified delta time
/// </summary>
/// <param name="dt">delta time, any value < 0 will use raylib GetFrameTime</param>
RLIMGUIAPI void rlImGuiBeginDelta(float deltaTime);
// ImGui Image API extensions
// Purely for convenience in working with raylib textures as images.
// If you want to call ImGui image functions directly, simply pass them the pointer to the texture.
/// <summary>
/// Draw a texture as an image in an ImGui Context
/// Uses the current ImGui Cursor position and the full texture size.
/// </summary>
/// <param name="image">The raylib texture to draw</param>
RLIMGUIAPI void rlImGuiImage(const Texture *image);
/// <summary>
/// Draw a texture as an image in an ImGui Context at a specific size
/// Uses the current ImGui Cursor position and the specified width and height
/// The image will be scaled up or down to fit as needed
/// </summary>
/// <param name="image">The raylib texture to draw</param>
/// <param name="width">The width of the drawn image</param>
/// <param name="height">The height of the drawn image</param>
RLIMGUIAPI void rlImGuiImageSize(const Texture *image, int width, int height);
/// <summary>
/// Draw a texture as an image in an ImGui Context at a specific size
/// Uses the current ImGui Cursor position and the specified size
/// The image will be scaled up or down to fit as needed
/// </summary>
/// <param name="image">The raylib texture to draw</param>
/// <param name="size">The size of drawn image</param>
RLIMGUIAPI void rlImGuiImageSizeV(const Texture* image, Vector2 size);
/// <summary>
/// Draw a portion texture as an image in an ImGui Context at a defined size
/// Uses the current ImGui Cursor position and the specified size
/// The image will be scaled up or down to fit as needed
/// </summary>
/// <param name="image">The raylib texture to draw</param>
/// <param name="destWidth">The width of the drawn image</param>
/// <param name="destHeight">The height of the drawn image</param>
/// <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>
RLIMGUIAPI void rlImGuiImageRect(const Texture* image, int destWidth, int destHeight, Rectangle sourceRect);
/// <summary>
/// Draws a render texture as an image an ImGui Context, automatically flipping the Y axis so it will show correctly on screen
/// </summary>
/// <param name="image">The render texture to draw</param>
RLIMGUIAPI void rlImGuiImageRenderTexture(const RenderTexture* image);
/// <summary>
/// Draws a render texture as an image an ImGui Context, automatically flipping the Y axis so it will show correctly on screen
/// Fits the render texture to the available content area
/// </summary>
/// <param name="image">The render texture to draw</param>
/// <param name="center">When true the image will be centered in the content area</param>
RLIMGUIAPI void rlImGuiImageRenderTextureFit(const RenderTexture* image, bool center);
/// <summary>
/// Draws a texture as an image button in an ImGui context. Uses the current ImGui cursor position and the full size of the texture
/// </summary>
/// <param name="name">The display name and ImGui ID for the button</param>
/// <param name="image">The texture to draw</param>
/// <returns>True if the button was clicked</returns>
bool rlImGuiImageButton(const char* name, const Texture* image);
/// <summary>
/// Draws a texture as an image button in an ImGui context. Uses the current ImGui cursor position and the specified size.
/// </summary>
/// <param name="name">The display name and ImGui ID for the button</param>
/// <param name="image">The texture to draw</param>
/// <param name="size">The size of the button</param>
/// <returns>True if the button was clicked</returns>
RLIMGUIAPI bool rlImGuiImageButtonSize(const char* name, const Texture* image, struct ImVec2 size);
#ifdef __cplusplus
}
#endif

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/**********************************************************************************************
*
* raylibExtras * Utilities and Shared Components for Raylib
*
* rlImGui * basic ImGui integration
*
* LICENSE: ZLIB
*
* Copyright (c) 2024 Jeffery Myers
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************************************************/
#pragma once
#include "raylib.h"
#include "imgui.h"
namespace rlImGuiColors
{
inline ImVec4 Convert(::Color color)
{
return ImVec4(color.r / 255.0f, color.g / 255.0f, color.b / 255.0f, color.a / 255.0f);
}
inline ::Color Convert(ImVec4 color)
{
return ::Color{ (unsigned char)(color.x * 255.0f), (unsigned char)(color.y * 255.0f), (unsigned char)(color.z * 255.0f), (unsigned char)(color.w * 255.0f) };
}
}

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#include <stdio.h>
void TestC() {
printf("TestC\n");
}

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#ifndef TESTC_HEADER
#define TESTC_HEADER
void TestC();
#endif

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#include <iostream>
using namespace std;
void TestCPPFunc() {
cout << "TestCPPFunc" << endl;
}

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#ifndef TESTCPP_HEADER
#define TESTCPP_HEADER
void TestCPPFunc();
#endif