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99 lines
4.2 KiB
C++
99 lines
4.2 KiB
C++
#ifndef IMGUI_SFML_H
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#define IMGUI_SFML_H
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Graphics.hpp>
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#include <SFML/System/Time.hpp>
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#include <SFML/Window/Joystick.hpp>
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#include "imgui.h"
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namespace sf
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{
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class Event;
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class RenderTarget;
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class RenderWindow;
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class Sprite;
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class Texture;
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class Window;
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}
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namespace ImGui
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{
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namespace SFML
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{
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void Init(sf::RenderWindow& window, bool loadDefaultFont = true);
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void Init(sf::Window& window, sf::RenderTarget& target, bool loadDefaultFont = true);
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void ProcessEvent(const sf::Event& event);
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void Update(sf::RenderWindow& window, sf::Time dt);
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void Update(sf::Window& window, sf::RenderTarget& target, sf::Time dt);
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void Update(const sf::Vector2i& mousePos, const sf::Vector2f& displaySize, sf::Time dt);
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void Render(sf::RenderTarget& target);
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void Shutdown();
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void UpdateFontTexture();
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sf::Texture& GetFontTexture();
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// joystick functions
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void SetActiveJoystickId(unsigned int joystickId);
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void SetJoytickDPadThreshold(float threshold);
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void SetJoytickLStickThreshold(float threshold);
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void SetJoystickMapping(int action, unsigned int joystickButton);
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void SetDPadXAxis(sf::Joystick::Axis dPadXAxis, bool inverted = false);
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void SetDPadYAxis(sf::Joystick::Axis dPadYAxis, bool inverted = false);
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void SetLStickXAxis(sf::Joystick::Axis lStickXAxis, bool inverted = false);
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void SetLStickYAxis(sf::Joystick::Axis lStickYAxis, bool inverted = false);
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}
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// custom ImGui widgets for SFML stuff
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// Image overloads
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void Image(const sf::Texture& texture,
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const sf::Color& tintColor = sf::Color::White,
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const sf::Color& borderColor = sf::Color::Transparent);
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void Image(const sf::Texture& texture, const sf::Vector2f& size,
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const sf::Color& tintColor = sf::Color::White,
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const sf::Color& borderColor = sf::Color::Transparent);
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void Image(const sf::Texture& texture, const ImVec2& uv0, const ImVec2& uv1,
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const sf::Color& tintColor = sf::Color::White,
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const sf::Color& borderColor = sf::Color::Transparent);
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void Image(const sf::Texture& texture, const sf::FloatRect& textureRect,
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const sf::Color& tintColor = sf::Color::White,
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const sf::Color& borderColor = sf::Color::Transparent);
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void Image(const sf::Texture& texture, const sf::Vector2f& size, const sf::FloatRect& textureRect,
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const sf::Color& tintColor = sf::Color::White,
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const sf::Color& borderColor = sf::Color::Transparent);
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void Image(const sf::Sprite& sprite,
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const sf::Color& tintColor = sf::Color::White,
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const sf::Color& borderColor = sf::Color::Transparent);
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void Image(const sf::Sprite& sprite, const sf::Vector2f& size,
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const sf::Color& tintColor = sf::Color::White,
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const sf::Color& borderColor = sf::Color::Transparent);
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// ImageButton overloads
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bool ImageButton(const sf::Texture& texture, const int framePadding = -1,
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const sf::Color& bgColor = sf::Color::Transparent,
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const sf::Color& tintColor = sf::Color::White);
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bool ImageButton(const sf::Texture& texture, const sf::Vector2f& size, const int framePadding = -1,
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const sf::Color& bgColor = sf::Color::Transparent, const sf::Color& tintColor = sf::Color::White);
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bool ImageButton(const sf::Sprite& sprite, const int framePadding = -1,
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const sf::Color& bgColor = sf::Color::Transparent,
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const sf::Color& tintColor = sf::Color::White);
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bool ImageButton(const sf::Sprite& sprite, const sf::Vector2f& size, const int framePadding = -1,
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const sf::Color& bgColor = sf::Color::Transparent,
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const sf::Color& tintColor = sf::Color::White);
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// Draw_list overloads. All positions are in relative coordinates (relative to top-left of the current window)
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void DrawLine(const sf::Vector2f& a, const sf::Vector2f& b, const sf::Color& col, float thickness = 1.0f);
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void DrawRect(const sf::FloatRect& rect, const sf::Color& color, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f);
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void DrawRectFilled(const sf::FloatRect& rect, const sf::Color& color, float rounding = 0.0f, int rounding_corners = 0x0F);
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}
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#endif //# IMGUI_SFML_H
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