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LOVE-IMGUI

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 1.53 and supports 275 functions (43 unsupported), and is based on LÖVE 11.1.

It also includes the docks extension by @adcox (https://github.com/adcox/imgui) (it's deprecated and will be replaced by imgui native dock management as soon as it's available).

Getting Started

Just build the project, and 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.

Examples

Simple integration:

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

Docks:

require "imgui"

--
-- LOVE callbacks
--
function love.load(arg)
end

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

function love.draw()
    imgui.SetNextWindowPos(0, 0)
    imgui.SetNextWindowSize(love.graphics.getWidth(), love.graphics.getHeight())
    if imgui.Begin("DockArea", nil, { "ImGuiWindowFlags_NoTitleBar", "ImGuiWindowFlags_NoResize", "ImGuiWindowFlags_NoMove", "ImGuiWindowFlags_NoBringToFrontOnFocus" }) then
        imgui.BeginDockspace()

        -- Create 10 docks
        for i = 1, 10 do
            if imgui.BeginDock("dock_"..i) then
                imgui.Text("Hello, dock "..i.."!");
            end
            imgui.EndDock()
        end

        imgui.EndDockspace()
    end
    imgui.End()

    love.graphics.clear(0.2, 0.2, 0.2)
    imgui.Render();
end

function love.quit()
    imgui.ShutDown();
end

--
-- User inputs
--
function love.textinput(t)
    imgui.TextInput(t)
end

function love.keypressed(key)
    imgui.KeyPressed(key)
end

function love.keyreleased(key)
    imgui.KeyReleased(key)
end

function love.mousemoved(x, y)
    imgui.MouseMoved(x, y)
end

function love.mousepressed(x, y, button)
    imgui.MousePressed(button)
end

function love.mousereleased(x, y, button)
    imgui.MouseReleased(button)
end

function love.wheelmoved(x, y)
    imgui.WheelMoved(y)
end

License

This project is licensed under the MIT License - see the LICENSE file for details

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imgui module for the LÖVE game engine

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