Added an anther demo to show how to use tu ui in user code.

This commit is contained in:
Relintai 2024-09-14 12:24:40 +02:00
parent 7c408a08bf
commit 1bb589c3cf
2 changed files with 67 additions and 1 deletions

View File

@ -12,6 +12,7 @@
#include "render_core/mesh_utils.h"
#include "render_immediate/renderer.h"
#include "render_gui/gui.h"
#include "render_gui/imgui.h"
//#include "render_core/font.h"
#include "core/sub_process.h"
@ -298,6 +299,8 @@ void GameScene::render() {
r->draw_texture(_render_tex, Rect2(100, 100, render_tex_size.x, render_tex_size.y));
} else if (render_type == 14) {
render_gui();
} else if (render_type == 15) {
render_gui_manual();
}
}
void GameScene::render_immediate(bool clear_screen) {
@ -424,6 +427,68 @@ void GameScene::render_gui(bool clear_screen) {
GUI::render();
}
void GameScene::render_gui_manual(bool clear_screen) {
Renderer *r = Renderer::get_singleton();
if (clear_screen) {
r->clear_screen(Color());
r->camera_2d_projection_set_to_window();
r->camera_3d_bind();
r->camera_3d_projection_set_to_perspective(AppWindow::get_singleton()->get_aspect());
}
GUI::new_frame();
ImGuiIO &io = ImGui::GetIO();
(void)io;
// Our state
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 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! This is an another demo!"); // 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();
}
GUI::render();
}
void GameScene::toggle_thread() {
if (_thread) {
_thread_running = false;

View File

@ -28,7 +28,7 @@ class GameScene : public Scene {
public:
enum RenderTypes {
RENDER_TYPE_MAX = 15
RENDER_TYPE_MAX = 16
};
virtual void input_event(const Ref<InputEvent> &event);
@ -38,6 +38,7 @@ public:
virtual void render_obj();
virtual void render_immediate_3d(bool clear_screen = true);
virtual void render_gui(bool clear_screen = true);
virtual void render_gui_manual(bool clear_screen = true);
void toggle_thread();
static void test_thread_func(void *d);