Backport using the ui in the render test app demo.

This commit is contained in:
Relintai 2024-09-14 19:20:59 +02:00
parent 268e9417ff
commit 23de62a08d
3 changed files with 88 additions and 2 deletions

View File

@ -283,6 +283,10 @@ void GameScene::render() {
r->camera_2d_projection_set_to_window(); r->camera_2d_projection_set_to_window();
r->clear_screen(Color(1, 0, 0)); r->clear_screen(Color(1, 0, 0));
r->draw_texture(_render_tex, Rect2(100, 100, render_tex_size.x, render_tex_size.y)); 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) { void GameScene::render_immediate(bool clear_screen) {
@ -393,6 +397,84 @@ void GameScene::render_immediate_3d(bool clear_screen) {
rotmi += 0.01; rotmi += 0.01;
} }
void GameScene::render_gui(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();
GUI::test();
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() { void GameScene::toggle_thread() {
if (_thread) { if (_thread) {
_thread_running = false; _thread_running = false;
@ -692,6 +774,7 @@ GameScene::GameScene() {
_mesh_utils_test.instance(); _mesh_utils_test.instance();
Renderer::initialize(); Renderer::initialize();
GUI::initialize();
_mesh_utils_test_mi = memnew(MeshInstance3D()); _mesh_utils_test_mi = memnew(MeshInstance3D());
_mesh_utils_test_mi->material = color_material; _mesh_utils_test_mi->material = color_material;
@ -705,6 +788,7 @@ GameScene::GameScene() {
} }
GameScene::~GameScene() { GameScene::~GameScene() {
GUI::destroy();
Renderer::destroy(); Renderer::destroy();
memdelete(tile_map); memdelete(tile_map);

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@ -11,7 +11,7 @@ class GameScene : public Scene {
public: public:
enum RenderTypes { enum RenderTypes {
RENDER_TYPE_MAX = 14 RENDER_TYPE_MAX = 16
}; };
virtual void input_event(const Ref<InputEvent> &event); virtual void input_event(const Ref<InputEvent> &event);
@ -20,6 +20,8 @@ public:
virtual void render_immediate(bool clear_screen = true); virtual void render_immediate(bool clear_screen = true);
virtual void render_obj(); virtual void render_obj();
virtual void render_immediate_3d(bool clear_screen = true); 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(); void toggle_thread();
static void test_thread_func(void *d); static void test_thread_func(void *d);

View File

@ -802,8 +802,8 @@ GameScene::GameScene() {
} }
GameScene::~GameScene() { GameScene::~GameScene() {
Renderer::destroy();
GUI::destroy(); GUI::destroy();
Renderer::destroy();
memdelete(tile_map); memdelete(tile_map);
memdelete(camera); memdelete(camera);