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#ifndef IMGUI_SFML_H
#define IMGUI_SFML_H
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/Color.hpp>
#include <SFML/System/Time.hpp>
namespace sf
{
class Event;
class RenderTarget;
class RenderWindow;
class Sprite;
class Texture;
class Window;
}
namespace ImGui
{
namespace SFML
{
void Init(sf::RenderTarget& target, bool loadDefaultFont = true);
void ProcessEvent(const sf::Event& event);
void Update(sf::RenderWindow& window, sf::Time dt);
void Update(sf::Window& window, sf::RenderTarget& target, sf::Time dt);
void Update(const sf::Vector2i& mousePos, const sf::Vector2f& displaySize, sf::Time dt);
void Render(sf::RenderTarget& target);
void Shutdown();
void UpdateFontTexture();
sf::Texture& GetFontTexture();
}
// custom ImGui widgets for SFML stuff
// Image overloads
void Image(const sf::Texture& texture,
const sf::Color& tintColor = sf::Color::White,
const sf::Color& borderColor = sf::Color::Transparent);
void Image(const sf::Texture& texture, const sf::Vector2f& size,
const sf::Color& tintColor = sf::Color::White,
const sf::Color& borderColor = sf::Color::Transparent);
void Image(const sf::Texture& texture, const sf::FloatRect& textureRect,
const sf::Color& tintColor = sf::Color::White,
const sf::Color& borderColor = sf::Color::Transparent);
void Image(const sf::Texture& texture, const sf::Vector2f& size, const sf::FloatRect& textureRect,
const sf::Color& tintColor = sf::Color::White,
const sf::Color& borderColor = sf::Color::Transparent);
void Image(const sf::Sprite& sprite,
const sf::Color& tintColor = sf::Color::White,
const sf::Color& borderColor = sf::Color::Transparent);
void Image(const sf::Sprite& sprite, const sf::Vector2f& size,
const sf::Color& tintColor = sf::Color::White,
const sf::Color& borderColor = sf::Color::Transparent);
// ImageButton overloads
bool ImageButton(const sf::Texture& texture, const int framePadding = -1,
const sf::Color& bgColor = sf::Color::Transparent,
const sf::Color& tintColor = sf::Color::White);
bool ImageButton(const sf::Texture& texture, const sf::Vector2f& size, const int framePadding = -1,
const sf::Color& bgColor = sf::Color::Transparent, const sf::Color& tintColor = sf::Color::White);
bool ImageButton(const sf::Sprite& sprite, const int framePadding = -1,
const sf::Color& bgColor = sf::Color::Transparent,
const sf::Color& tintColor = sf::Color::White);
bool ImageButton(const sf::Sprite& sprite, const sf::Vector2f& size, const int framePadding = -1,
const sf::Color& bgColor = sf::Color::Transparent,
const sf::Color& tintColor = sf::Color::White);
// Draw_list overloads. All positions are in relative coordinates (relative to top-left of the current window)
void DrawLine(const sf::Vector2f& a, const sf::Vector2f& b, const sf::Color& col, float thickness = 1.0f);
void DrawRect(const sf::FloatRect& rect, const sf::Color& color, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f);
void DrawRectFilled(const sf::FloatRect& rect, const sf::Color& color, float rounding = 0.0f, int rounding_corners = 0x0F);
}
#endif //# IMGUI_SFML_H