diff --git a/Navmesher/imgui.ini b/Navmesher/imgui.ini deleted file mode 100644 index 07dd1cb..0000000 --- a/Navmesher/imgui.ini +++ /dev/null @@ -1,18 +0,0 @@ -[Window][Debug##Default] -Pos=60,60 -Size=400,400 -Collapsed=0 - -[Window][Hello, world!] -Pos=73,108 -Size=339,180 -Collapsed=0 - -[Window][Dear ImGui Demo] -ViewportPos=2016,706 -ViewportId=0xE927CF2F -Size=550,680 -Collapsed=0 - -[Docking][Data] - diff --git a/Navmesher/main.cpp b/Navmesher/main.cpp index 6c41533..c1d7834 100644 --- a/Navmesher/main.cpp +++ b/Navmesher/main.cpp @@ -7,23 +7,18 @@ #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include -#if defined(IMGUI_IMPL_OPENGL_ES2) -#include -#endif #include // Will drag system OpenGL headers -// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. -// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. -// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. -#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) -#pragma comment(lib, "legacy_stdio_definitions") -#endif +const float BASE_FONT_SIZE = 13; static void glfw_error_callback(int error, const char *description) { fprintf(stderr, "Glfw Error %d: %s\n", error, description); } +void ChangeScale(bool *scale_update, const float scale); +void ScalingWidget(bool *scale_update, float *scale); + int main(int, char **) { // Setup window @@ -31,31 +26,15 @@ int main(int, char **) if (!glfwInit()) return 1; - // Decide GL+GLSL versions -#if defined(IMGUI_IMPL_OPENGL_ES2) - // GL ES 2.0 + GLSL 100 - const char *glsl_version = "#version 100"; - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); - glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); -#elif defined(__APPLE__) - // GL 3.2 + GLSL 150 - const char *glsl_version = "#version 150"; - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac -#else // GL 3.0 + GLSL 130 const char *glsl_version = "#version 130"; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); - //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only - //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only -#endif + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Create window with graphics context - GLFWwindow *window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL); + GLFWwindow *window = glfwCreateWindow(1920, 1080, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL); if (window == NULL) return 1; glfwMakeContextCurrent(window); @@ -88,25 +67,10 @@ int main(int, char **) ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); - // 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 NULL. 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. - // - 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != NULL); - // Our state - bool show_demo_window = true; - bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + bool scale_update = false; + float scale = 1.0f; // Main loop while (!glfwWindowShouldClose(window)) @@ -118,47 +82,32 @@ int main(int, char **) // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // Interface scaling + ChangeScale(&scale_update, scale); + // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_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); + // setup for fullscreen + const ImGuiViewport *viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + ImGui::Begin("ESP Browser", NULL, flags); + + ScalingWidget(&scale_update, &scale); + + if (ImGui::TreeNode("Test")) { - 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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); + ImGui::Text("Text"); + ImGui::TreePop(); } - // 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(); - } + ImGui::End(); // Rendering ImGui::Render(); @@ -192,4 +141,41 @@ int main(int, char **) glfwTerminate(); return 0; -} \ No newline at end of file +} + +void ChangeScale(bool *scale_update, const float scale) +{ + static ImGuiStyle reference_style(ImGui::GetStyle()); + + ImGuiIO &io = ImGui::GetIO(); + ImGuiStyle &style = ImGui::GetStyle(); + + if (*scale_update) { + ImFontConfig font_config; + font_config.SizePixels = (BASE_FONT_SIZE * scale); + io.Fonts->Clear(); + io.Fonts->AddFontDefault(&font_config); + ImGui_ImplOpenGL3_UpdateFontsTexture(); + style = reference_style; + style.ScaleAllSizes(scale); + *scale_update = false; + } + +} + +void ScalingWidget(bool *scale_update, float *scale) +{ + ImGuiIO &io = ImGui::GetIO(); + ImGuiStyle &style = ImGui::GetStyle(); + + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 3.0f; + + + ImGui::PushItemWidth(ImGui::GetFontSize() * 20); + if (ImGui::DragFloat("scale", scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) { + *scale_update = true; + } + ImGui::PopItemWidth(); +} +