imgui module for the LÖVE game engine including lua bindings based on this project. The main difference is that now by default in this version the return values ordering is reverted. For instance to retrieve the value from a slider, you need to do:
floatValue, status = imgui.SliderFloat("SliderFloat", floatValue, 0.0, 1.0);
Or if you're not interested to know if the field was modified, just:
floatValue = imgui.SliderFloat("SliderFloat", floatValue, 0.0, 1.0);
To reverse this behavior and receive back the return values from a function first before the modified fields, just call at the beginning of your application:
imgui.SetReturnValueLast(false)
Another notable difference is that enum values are handled using strings (and array of strings) instead of numerical values, for instance to create a window:
imgui.Begin("Test Window", true, { "ImGuiWindowFlags_AlwaysAutoResize", "ImGuiWindowFlags_NoTitleBar" });
Or for a single flag:
imgui.Begin("Test Window", true, "ImGuiWindowFlags_AlwaysAutoResize");
It uses imgui 1.73 and is based on LÖVE 11.1.
Build the project using CMake:
cmake -Bbuild -H. -DCMAKE_INSTALL_PREFIX=$PWD/installdir -DCMAKE_BUILD_TYPE=Release
cmake --build build --config Release --target install
(Windows users may want to change $PWD
with %CD%
when running from cmd)
Then copy the generated dynamic module next to your love executable or into the LÖVE application data folder (for instance "C:/Users//AppData/Roaming/LOVE" on Windows or ~/.local/shared/love on Linux).
Pre-built binaries for Windows and Mas OSX are provided in the releases page.
local imgui = require "imgui"
local showTestWindow = false
local showAnotherWindow = false
local floatValue = 0;
local sliderFloat = { 0.1, 0.5 }
local clearColor = { 0.2, 0.2, 0.2 }
local comboSelection = 1
local textValue = "text"
--
-- LOVE callbacks
--
function love.load(arg)
end
function love.update(dt)
imgui.NewFrame()
end
function love.draw()
-- Menu
if imgui.BeginMainMenuBar() then
if imgui.BeginMenu("File") then
imgui.MenuItem("Test")
imgui.EndMenu()
end
imgui.EndMainMenuBar()
end
-- Debug window
imgui.Text("Hello, world!");
clearColor[1], clearColor[2], clearColor[3] = imgui.ColorEdit3("Clear color", clearColor[1], clearColor[2], clearColor[3]);
-- Sliders
floatValue = imgui.SliderFloat("SliderFloat", floatValue, 0.0, 1.0);
sliderFloat[1], sliderFloat[2] = imgui.SliderFloat2("SliderFloat2", sliderFloat[1], sliderFloat[2], 0.0, 1.0);
-- Combo
comboSelection = imgui.Combo("Combo", comboSelection, { "combo1", "combo2", "combo3", "combo4" }, 4);
-- Windows
if imgui.Button("Test Window") then
showTestWindow = not showTestWindow;
end
if imgui.Button("Another Window") then
showAnotherWindow = not showAnotherWindow;
end
if showAnotherWindow then
imgui.SetNextWindowPos(50, 50, "ImGuiCond_FirstUseEver")
showAnotherWindow = imgui.Begin("Another Window", true, { "ImGuiWindowFlags_AlwaysAutoResize", "ImGuiWindowFlags_NoTitleBar" });
imgui.Text("Hello");
-- Input text
textValue = imgui.InputTextMultiline("InputText", textValue, 200, 300, 200);
imgui.End();
end
if showTestWindow then
showTestWindow = imgui.ShowDemoWindow(true)
end
love.graphics.clear(clearColor[1], clearColor[2], clearColor[3])
imgui.Render();
end
function love.quit()
imgui.ShutDown();
end
--
-- User inputs
--
function love.textinput(t)
imgui.TextInput(t)
if not imgui.GetWantCaptureKeyboard() then
-- Pass event to the game
end
end
function love.keypressed(key)
imgui.KeyPressed(key)
if not imgui.GetWantCaptureKeyboard() then
-- Pass event to the game
end
end
function love.keyreleased(key)
imgui.KeyReleased(key)
if not imgui.GetWantCaptureKeyboard() then
-- Pass event to the game
end
end
function love.mousemoved(x, y)
imgui.MouseMoved(x, y)
if not imgui.GetWantCaptureMouse() then
-- Pass event to the game
end
end
function love.mousepressed(x, y, button)
imgui.MousePressed(button)
if not imgui.GetWantCaptureMouse() then
-- Pass event to the game
end
end
function love.mousereleased(x, y, button)
imgui.MouseReleased(button)
if not imgui.GetWantCaptureMouse() then
-- Pass event to the game
end
end
function love.wheelmoved(x, y)
imgui.WheelMoved(y)
if not imgui.GetWantCaptureMouse() then
-- Pass event to the game
end
end
Since ImGui::IO
isn't exposed to Lua, the ImFontAtlas::AddFontFromFileTTF
function is forwarded to the main API table, enabling the use of custom fonts:
local fontHandle = imgui.AddFontFromFileTTF("pathToFont.tff", 16)
imgui.PushFont(fontHandle)
imgui.Text "Hello"
imgui.PopFont()
Note that imgui.NewFrame()
must be called at least once before using imgui.PushFont()
.
This project is licensed under the MIT License - see the LICENSE file for details