Difference between revisions of "cimgui-love"

(Example of usage)
(Links)
 
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== Links ==
 
== Links ==
*[https://github.com/apicici/cimgui-love github page]
+
*[https://codeberg.org/apicici/cimgui-love git repository]
 
*[https://love2d.org/forums/viewtopic.php?f=5&t=91307 forum thread]
 
*[https://love2d.org/forums/viewtopic.php?f=5&t=91307 forum thread]
*[https://github.com/apicici/cimgui-love/releases pre-built binaries]
+
*[https://codeberg.org/apicici/cimgui-love/releases pre-built binaries]
  
 
== Example of usage ==
 
== Example of usage ==

Latest revision as of 22:49, 9 December 2023


cimgui-love

LÖVE module for Dear ImGui obtained by wrapping cimgui (programmatically generated C-api) using LuaJIT FFI.

The wrappers are generated automatically (like cimgui itself) and can be easily updated for new versions of Dear ImGui. Currently based on version 1.90 (docking branch) of Dear ImGui and LÖVE 11.3.

Links

Example of usage

See README on the git repository for more detailed instructions.

-- Make sure the shared library can be found through package.cpath before loading the module.
-- For example, if you put it in the LÖVE save directory, you could do something like this:
local lib_path = love.filesystem.getSaveDirectory() .. "/libraries"
local extension = jit.os == "Windows" and "dll" or jit.os == "Linux" and "so" or jit.os == "OSX" and "dylib"
package.cpath = string.format("%s;%s/?.%s", package.cpath, lib_path, extension)

local imgui = require "cimgui" -- cimgui is the folder containing the Lua module (the "src" folder in the github repository)

love.load = function()
    imgui.love.Init() -- or imgui.love.Init("RGBA32") or imgui.love.Init("Alpha8")
end

love.draw = function()
    -- example window
    imgui.ShowDemoWindow()
    
    -- code to render imgui
    imgui.Render()
    imgui.love.RenderDrawLists()
end

love.update = function(dt)
    imgui.love.Update(dt)
    imgui.NewFrame()
end

love.mousemoved = function(x, y, ...)
    imgui.love.MouseMoved(x, y)
    if not imgui.love.GetWantCaptureMouse() then
        -- your code here
    end
end

love.mousepressed = function(x, y, button, ...)
    imgui.love.MousePressed(button)
    if not imgui.love.GetWantCaptureMouse() then
        -- your code here 
    end
end

love.mousereleased = function(x, y, button, ...)
    imgui.love.MouseReleased(button)
    if not imgui.love.GetWantCaptureMouse() then
        -- your code here 
    end
end

love.wheelmoved = function(x, y)
    imgui.love.WheelMoved(x, y)
    if not imgui.love.GetWantCaptureMouse() then
        -- your code here 
    end
end

love.keypressed = function(key, ...)
    imgui.love.KeyPressed(key)
    if not imgui.love.GetWantCaptureKeyboard() then
        -- your code here 
    end
end

love.keyreleased = function(key, ...)
    imgui.love.KeyReleased(key)
    if not imgui.love.GetWantCaptureKeyboard() then
        -- your code here 
    end
end

love.textinput = function(t)
    imgui.love.TextInput(t)
    if imgui.love.GetWantCaptureKeyboard() then
        -- your code here 
    end
end

love.quit = function()
    return imgui.love.Shutdown()
end

-- for gamepad support also add the following:

love.joystickadded = function(joystick)
    imgui.love.JoystickAdded(joystick)
    -- your code here 
end

love.joystickremoved = function(joystick)
    imgui.love.JoystickRemoved()
    -- your code here 
end

love.gamepadpressed = function(joystick, button)
    imgui.love.GamepadPressed(button)
    -- your code here 
end

love.gamepadreleased = function(joystick, button)
    imgui.love.GamepadReleased(button)
    -- your code here 
end

-- choose threshold for considering analog controllers active, defaults to 0 if unspecified
local threshold = 0.2 

love.gamepadaxis = function(joystick, axis, value)
    imgui.love.GamepadAxis(axis, value, threshold)
    -- your code here 
end

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