Started work on ImGui abstraction for consistent theming across the editor

This commit is contained in:
Antoine Pilote
2023-09-17 23:51:12 -04:00
parent 4138e51c94
commit 7b78845082
4 changed files with 191 additions and 0 deletions

View File

@@ -46,6 +46,7 @@
#include "src/Rendering/SceneRenderer.h"
#include <dependencies/glfw/include/GLFW/glfw3.h>
#include <src/Rendering/Buffers/Framebuffer.h>
#include "UIDemoWindow.h"
namespace Nuake {
Ref<UI::UserInterface> userInterface;
@@ -1544,6 +1545,7 @@ namespace Nuake {
bool isLoadingProject = false;
bool isLoadingProjectQueue = false;
UIDemoWindow m_DemoWindow;
int frameCount = 2;
void EditorInterface::Draw()
@@ -1610,6 +1612,8 @@ namespace Nuake {
pInterface.m_CurrentProject = Engine::GetProject();
m_DemoWindow.Draw();
_audioWindow->Draw();
DrawMenuBar();

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@@ -0,0 +1,20 @@
#include "UIDemoWindow.h"
#include "src/UI/ImUI.h"
float floatSlider = 0.6f;
bool checkbox = false;
void UIDemoWindow::Draw()
{
using namespace Nuake;
UI::BeginWindow("UI Demo");
{
UI::PrimaryButton("Primary Button");
UI::SecondaryButton("Secondary Button");
UI::FloatSlider("Float slider", floatSlider);
UI::CheckBox("Checkbox", checkbox);
}
UI::EndWindow();
}

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@@ -0,0 +1,13 @@
#pragma once
class UIDemoWindow
{
public:
UIDemoWindow() = default;
~UIDemoWindow() = default;
void Draw();
};

154
Nuake/src/UI/ImUI.h Normal file
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@@ -0,0 +1,154 @@
#pragma once
#include "src/Core/Core.h"
#include "src/Core/Maths.h"
#include "imgui/imgui.h"
#include "../../../Editor/src/Misc/InterfaceFonts.h"
#include "src/Resource/FontAwesome5.h"
namespace Nuake
{
namespace UI
{
static uint32_t PrimaryCol = IM_COL32(97, 0, 255, 255);
static uint32_t GrabCol = IM_COL32(97, 0, 255, 255);
static ImVec2 ButtonPadding = ImVec2(16.0f, 8.0f);
static ImVec2 IconButtonPadding = ImVec2(8.0f, 8.0f);
void BeginWindow(const std::string& name)
{
ImGui::Begin(name.c_str());
}
void EndWindow()
{
ImGui::End();
}
bool PrimaryButton(const std::string& name)
{
ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(97, 0, 255, 255));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, IM_COL32(97, 0, 255, 200));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, IM_COL32(97, 0, 255, 255));
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 4.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ButtonPadding);
UIFont boldFont(Bold);
const bool buttonPressed = ImGui::Button(name.c_str());
ImGui::PopStyleColor(3);
ImGui::PopStyleVar(2);
return buttonPressed;
}
bool SecondaryButton(const std::string& name)
{
ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(0, 0, 0, 0));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, IM_COL32(97, 0, 255, 200));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, IM_COL32(97, 0, 255, 255));
ImGui::PushStyleColor(ImGuiCol_Border, PrimaryCol);
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 2.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 4.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ButtonPadding);
UIFont boldFont(Bold);
const bool buttonPressed = ImGui::Button(name.c_str());
ImGui::PopStyleVar(3);
ImGui::PopStyleColor(4);
return buttonPressed;
}
bool IconButton(const std::string& icon)
{
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 4.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, IconButtonPadding);
const float height = ImGui::GetTextLineHeight() + ButtonPadding.y * 2.0;
const bool isPressed = ImGui::Button(icon.c_str(), ImVec2(height, height));
ImGui::PopStyleVar(2);
return isPressed;
}
bool FloatSlider(const std::string& name, float& input, float min = 0.0f, float max = 1.0f, float speed = 0.01f)
{
//ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, { 0, ImGui::GetStyle().ItemSpacing.y });
//IconButton(ICON_FA_ANGLE_UP);
//
//ImGui::SameLine();
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 4.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ButtonPadding);
const bool isUsing = ImGui::DragFloat(("##" + name).c_str(), &input, speed, min, max);
ImGui::PopStyleVar(2);
//ImGui::PopStyleColor();
return isUsing;
}
bool CheckBox(const std::string& name, bool& value)
{
const float height = ImGui::GetTextLineHeight() + ButtonPadding.y * 2.0;
if (value)
{
ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(0, 0, 0, 0));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, IM_COL32(97, 0, 255, 200));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, PrimaryCol);
ImGui::PushStyleColor(ImGuiCol_Border, PrimaryCol);
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 2.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 4.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ButtonPadding);
const bool buttonPressed = ImGui::Button(("##" + name).c_str(), ImVec2(height, height));
ImGui::PopStyleVar(3);
ImGui::PopStyleColor(4);
if (buttonPressed)
{
value = false;
}
}
else
{
ImGui::PushStyleColor(ImGuiCol_Button, PrimaryCol);
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, PrimaryCol);
ImGui::PushStyleColor(ImGuiCol_ButtonActive, PrimaryCol);
ImGui::PushStyleColor(ImGuiCol_Border, IM_COL32(97, 0, 255, 200));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 2.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 4.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ButtonPadding);
const bool buttonPressed = ImGui::Button(("##" + name).c_str(), ImVec2(height, height));
ImGui::PopStyleVar(3);
ImGui::PopStyleColor(4);
if (buttonPressed)
{
value = true;
}
}
return value;
}
}
}