ImGui LÖVE module
Re: ImGui löve module
Amazing! Definitely using this. By the way where do I find the documentation of ImGui? I'm trying to read imgui.h in ImGui repository but it's hard to understand when and where should I use the functions.
Re: ImGui löve module
Read some of the references: https://github.com/ocornut/imgui#referencesOrtimh wrote:Amazing! Definitely using this. By the way where do I find the documentation of ImGui? I'm trying to read imgui.h in ImGui repository but it's hard to understand when and where should I use the functions.
There's a 'programmer's guide' in imgui.cpp: https://github.com/ocornut/imgui/blob/m ... ui.cpp#L77
Re: ImGui löve module
Thanks, that shortens my trouble.s-ol wrote:Read some of the references: https://github.com/ocornut/imgui#references
There's a 'programmer's guide' in imgui.cpp: https://github.com/ocornut/imgui/blob/m ... ui.cpp#L77
I have another question, why does the example create a "Debug" window while it doesn't create one?
Code: Select all
...
-- Menu
if imgui.BeginMainMenuBar() then
if imgui.BeginMenu("File") then
imgui.MenuItem("Test")
imgui.EndMenu()
end
imgui.EndMainMenuBar()
end
-- Debug window - Eh?
imgui.Text("Hello, world!");
status, clearColor[1], clearColor[2], clearColor[3] = imgui.ColorEdit3("Clear color", clearColor[1], clearColor[2], clearColor[3]);
...
Re: ImGui löve module
That will be greatFenrir wrote:Well I found this version adding the docks from LumixEngine:AnRu wrote: Okay, i rewrite it
Is there a way to use it with modified version of imgui from another authors?
https://github.com/adcox/imgui
Should not be too much work to add it to this module, as it seems to be encapsulated into separated files without modifications to imgui itself. I can have a look at it as soon as I have some time, as I must admit than even for my editor it could be quite useful.
Last edited by AnRu on Thu Aug 11, 2016 10:27 am, edited 1 time in total.
Re: ImGui löve module
Well my main source of doc is the imgui.h file, once you understand the general concept of the lib, you don't need anything more.Ortimh wrote:Amazing! Definitely using this. By the way where do I find the documentation of ImGui? I'm trying to read imgui.h in ImGui repository but it's hard to understand when and where should I use the functions.
Then on my github page (https://github.com/slages/love-imgui) you have a general usage example, showing when to call NewFrame, Render, ShutDown and the inputs methods, and also showing the main differences between the C++ API and the lua one:
- Tables like float[2], float[3], ImVec2, ImVec4 are "flattened".
- Pointer values meant to be modified are returned with the new value.
- Values for combos or plotlines are just lua tables.
- Flags are passed as strings or table of strings to combine multiple flags.
Re: ImGui löve module
Thanks for the pointers. But uhm..Fenrir wrote:Well my main source of doc is the imgui.h file, once you understand the general concept of the lib, you don't need anything more.Ortimh wrote:Amazing! Definitely using this. By the way where do I find the documentation of ImGui? I'm trying to read imgui.h in ImGui repository but it's hard to understand when and where should I use the functions.
Then on my github page (https://github.com/slages/love-imgui) you have a general usage example, showing when to call NewFrame, Render, ShutDown and the inputs methods, and also showing the main differences between the C++ API and the lua one:
- Tables like float[2], float[3], ImVec2, ImVec4 are "flattened".
- Pointer values meant to be modified are returned with the new value.
- Values for combos or plotlines are just lua tables.
- Flags are passed as strings or table of strings to combine multiple flags.
Ortimh wrote:I have another question, why does the example create a "Debug" window while it doesn't create one?Code: Select all
... -- Menu if imgui.BeginMainMenuBar() then if imgui.BeginMenu("File") then imgui.MenuItem("Test") imgui.EndMenu() end imgui.EndMainMenuBar() end -- Debug window - Eh? imgui.Text("Hello, world!"); status, clearColor[1], clearColor[2], clearColor[3] = imgui.ColorEdit3("Clear color", clearColor[1], clearColor[2], clearColor[3]); ...
Re: ImGui löve module
By default, all elements not specifically contained into a window are created into the "debug" window. So it can be convenient if in your code you just want some debug outputs and create imgui.Text() elements (or any other ones) dispatched in it, you'll find them all regrouped in the debug window. But for instance on my side I'm not using it, I always encapsulate my widgets into defined windows, so the default debug window doesn't appear.Ortimh wrote:Thanks, that shortens my trouble.s-ol wrote:Read some of the references: https://github.com/ocornut/imgui#references
There's a 'programmer's guide' in imgui.cpp: https://github.com/ocornut/imgui/blob/m ... ui.cpp#L77
I have another question, why does the example create a "Debug" window while it doesn't create one?Code: Select all
... -- Menu if imgui.BeginMainMenuBar() then if imgui.BeginMenu("File") then imgui.MenuItem("Test") imgui.EndMenu() end imgui.EndMainMenuBar() end -- Debug window - Eh? imgui.Text("Hello, world!"); status, clearColor[1], clearColor[2], clearColor[3] = imgui.ColorEdit3("Clear color", clearColor[1], clearColor[2], clearColor[3]); ...
Re: ImGui löve module
Mhm, the Windows DLL doesn't work for me. The love windows crashes instantly when I use the example with the 0.4 dll.
Might just be me, but can someone verify? Also, is there way to catch the error log or something similar?
Might just be me, but can someone verify? Also, is there way to catch the error log or something similar?
Re: ImGui löve module
It's currently built in 32bit, so be sure to use a 32bit version of LOVE (10.0.1).Jack5500 wrote:Mhm, the Windows DLL doesn't work for me. The love windows crashes instantly when I use the example with the 0.4 dll.
Might just be me, but can someone verify? Also, is there way to catch the error log or something similar?
Re: ImGui löve module
Good guess, that was the case.
Maybe you could add the 32bit text to the release? That would be nice
Maybe you could add the 32bit text to the release? That would be nice
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