Epholys / imgui-sfml

ImGui binding for use with SFML

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ImGui + SFML

Library which allows you to use ImGui with SFML

screenshot

Based on this repository with big improvements and changes.

How-to

Setting up:

  • Download ImGui
  • Add ImGui folder to your include directories
  • Add imgui.cpp and imgui_draw.cpp to your build/project
  • Copy the contents of imconfig-SFML.h to your imconfig.h file. (to be able to cast ImVec2 to sf::Vector2f and vice versa)
  • Add a folder which contains imgui-SFML.h to your include directories
  • Add imgui-SFML.cpp to your build/project

In your code:

  • Call ImGui::SFML::Init and pass your sf::Window + sf::RenderTarget or sf::RenderWindow there. You can create your font atlas and pass the pointer in Init too, otherwise the default internal font atlas will be created for you.

  • For each iteration of a game loop:

    • Poll and process events:

      sf::Event event;
      while (window.pollEvent(event)) {
          ImGui::SFML::ProcessEvent(event);
          ...
      }
    • Call ImGui::SFML::Update(window, deltaTime) where deltaTime is sf::Time. You can also pass mousePosition and displaySize yourself instead of passing the window.

    • Call ImGui functions (ImGui::Begin(), ImGui::Button(), etc.)

    • Call ImGui::EndFrame if you update more than once before rendering (you'll need to include imgui_internal.h for that)

    • Call ImGui::SFML::Render(window)

  • Call ImGui::SFML::Shutdown() at the end of your program

If you only draw ImGui widgets without any SFML stuff, then you'll have to call window.resetGLStates() before rendering anything. You only need to do it once.

Example code

See example file here

#include "imgui.h"
#include "imgui-SFML.h"

#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/Window/Event.hpp>
#include <SFML/Graphics/CircleShape.hpp>

int main()
{
    sf::RenderWindow window(sf::VideoMode(640, 480), "ImGui + SFML = <3");
    window.setFramerateLimit(60);
    ImGui::SFML::Init(window);

    sf::CircleShape shape(100.f);
    shape.setFillColor(sf::Color::Green);

    sf::Clock deltaClock;
    while (window.isOpen()) {
        sf::Event event;
        while (window.pollEvent(event)) {
            ImGui::SFML::ProcessEvent(event);

            if (event.type == sf::Event::Closed) {
                window.close();
            }
        }

        ImGui::SFML::Update(window, deltaClock.restart());

        ImGui::Begin("Hello, world!");
        ImGui::Button("Look at this pretty button");
        ImGui::End();

        window.clear();
        window.draw(shape);
        ImGui::SFML::Render(window);
        window.display();
    }

    ImGui::SFML::Shutdown();
}

Fonts how-to

Default font is loaded if you don't pass false in ImGui::SFML::Init. Call ImGui::SFML::Init(window, false); if you don't want default font to be loaded.

  • Load your fonts like this:
IO.Fonts->Clear(); // clear fonts if you loaded some before (even if only default one was loaded)
// IO.Fonts->AddFontDefault(); // this will load default font as well
IO.Fonts->AddFontFromFileTTF("font1.ttf", 8.f);
IO.Fonts->AddFontFromFileTTF("font2.ttf", 12.f);

ImGui::SFML::UpdateFontTexture(); // important call: updates font texture
  • And use them like this:
ImGui::PushFont(ImGui::GetIO().Fonts->Fonts[0]);
ImGui::Button("Look at this pretty button");
ImGui::PopFont();

ImGui::PushFont(ImGui::GetIO().Fonts->Fonts[1]);
ImGui::TextUnformatted("IT WORKS!");
ImGui::PopFont();

The first loaded font is treated as the default one and doesn't need to be pushed with ImGui::PushFont.

CMake how-to

  • Checkout the repository as a submoudle
  • Set IMGUI_ROOT
  • Modify your builds to copy imgui-SFML and dependencies (sfml) to your project
add_subdirectory(repos/imgui-sfml)
include_directories("${IMGUI_SFML_INCLUDE_DIRS}")
add_executable(MY_PROJECT ${IMGUI_SOURCES} ${IMGUI_SFML_SOURCES} ${SRCS})
...
target_link_libraries(MY_PROJECT ${IMGUI_SFML_DEPENDENCIES})

SFML related ImGui overloads / new widgets

There are some useful overloads implemented for SFML objects (see header for overloads):

ImGui::Image(const sf::Sprite& sprite);
ImGui::Image(const sf::Texture& texture);
ImGui::ImageButton(const sf::Sprite& sprite);
ImGui::ImageButton(const sf::Texture& texture);

License

This library is licensed under the MIT License, see LICENSE for more information.

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ImGui binding for use with SFML

License:MIT License


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