ImGuiTest/src/functions/imgui_functions.cpp

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#include "imgui_functions.h"
// ImGui
#include "imgui.h"
#include "imgui_impl_dx9.h"
#include "imgui_impl_win32.h"
// TODO Move ImGui functions for use in here.
/// <summary>
/// Destory the ImGui window
/// </summary>
/// <param name="hwnd"></param>
/// <param name="wc"></param>
void ImGuiFunctions::Main::DestroyWindow(HWND hwnd, WNDCLASSEXW wc)
{
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
}
/// <summary>
/// Shutdown ImGui
/// </summary>
void ImGuiFunctions::Main::ShutDown()
{
// Shutdown ImGui
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
// Destroy ImGui Context
ImGui::DestroyContext();
}
/// <summary>
/// Show the ImGui Window
/// </summary>
/// <param name="hwnd"></param>
void ImGuiFunctions::Main::ShowWindow(HWND hwnd)
{
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
}
// imgui_demo line 256
// TODO What's this for? Seems like it's not needed
//static void ImGuiFunctions::Main::ShowWindow(bool* p_open)
//{
// static bool show_main_menu = false;
//
// if (show_main_menu)
// {
// if (ImGui::Begin("Test"))
// {
// ImGui::Text("Hello World!");
// }
// }
//
// if (!ImGui::Begin("Test", p_open))
// {
//
// ImGui::End();
// return;
// }
//}
/// <summary>
/// Setup ImGui
/// </summary>
void ImGuiFunctions::Main::SetupContext()
{
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// 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("./lib/ImGui/misc/fonts/DroidSans.ttf", 16.0f);
//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("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
}
/// <summary>
/// Add a help marker
/// </summary>
/// <param name="desc"></param>
static void ImGuiFunctions::Main::HelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
if (ImGui::BeginItemTooltip())
{
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}