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Using libGDX
First of all, we need to use the LWJGL3 backend in our project to be able to use imgui. To do this, I recommend using gdx-setup by czyzby which allows you to easily add LWJGL3 to your new project.
Once the project is imported in your favorite IDE, go to the build.gradle file located in the root of your project. Then add the following repositories in the subprojects block:
subprojects {
...
repositories {
...
maven { url 'https://jitpack.io' }
maven { url "https://dl.bintray.com/kotlin/kotlin-dev" } // Required since imgui uses version 1.2 of Kotlin
}
}
Next, go to the build.gradle
file located in the core module and add the following dependencies:
dependencies {
...
compile "com.badlogicgames.gdx:gdx-backend-lwjgl3:$gdxVersion"
compile "com.github.kotlin-graphics:imgui:-SNAPSHOT"
}
Now, check if all the gradle dependencies have been recovered (Idea -> View -> Window Tool -> Gradle -> Force refresh all linked Gradle projects)
All that remains is to initialize imgui.
First of all, you have to create a Context object and, for example, store it in your game class.
val ctx = Context()
Then, add at the end of the create
method in your game class :
LwjglGL3.init(GlfwWindow((Gdx.graphics as Lwjgl3Graphics).window.windowHandle), false)
In the render
method:
super.render()
Gdx.gl.glClearColor(0f, 0f, 0f, 1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT or GL20.GL_DEPTH_BUFFER_BIT)
LwjglGL3.newFrame()
ImGui.text("Hi")
ImGui.render()
if(ImGui.drawData != null)
LwjglGL3.renderDrawData(ImGui.drawData!!)
Finally, do not forget to dispose imgui in the dispose
method:
LwjglGL3.shutdown()
ctx.destroy()
That's all!
In order to use image and imageButton from imgui, we need to recover the ID handle from our texture in order to be able to pass it to imgui.
To retrieve this handle, just call the getTextureObjectHandle
method of our texture and pass the result to imgui for the userTextureId
as for example:
ImGui.image(texture.textureObjectHandle, Vec2(imageWidth, imageHeight))
To be able to use imgui inputs with libGDX, you must first create an InputProcessor or an InputAdapter in order to send the various callback to imgui.
Here is an example of the implementation :
class ImGuiInputProcessor : InputAdapter() {
private val gdxGLFWKeyMap = mutableMapOf<Int, Int>()
init {
gdxGLFWKeyMap[Input.Keys.TAB] = GLFW.GLFW_KEY_TAB
gdxGLFWKeyMap[Input.Keys.LEFT] = GLFW.GLFW_KEY_LEFT
gdxGLFWKeyMap[Input.Keys.RIGHT] = GLFW.GLFW_KEY_RIGHT
gdxGLFWKeyMap[Input.Keys.UP] = GLFW.GLFW_KEY_UP
gdxGLFWKeyMap[Input.Keys.DOWN] = GLFW.GLFW_KEY_DOWN
gdxGLFWKeyMap[Input.Keys.PAGE_UP] = GLFW.GLFW_KEY_PAGE_UP
gdxGLFWKeyMap[Input.Keys.PAGE_DOWN] = GLFW.GLFW_KEY_PAGE_DOWN
gdxGLFWKeyMap[Input.Keys.HOME] = GLFW.GLFW_KEY_HOME
gdxGLFWKeyMap[Input.Keys.END] = GLFW.GLFW_KEY_END
gdxGLFWKeyMap[Input.Keys.BACKSPACE] = GLFW.GLFW_KEY_BACKSPACE
gdxGLFWKeyMap[Input.Keys.ENTER] = GLFW.GLFW_KEY_ENTER
gdxGLFWKeyMap[Input.Keys.ESCAPE] = GLFW.GLFW_KEY_ESCAPE
gdxGLFWKeyMap[Input.Keys.CONTROL_LEFT] = GLFW.GLFW_KEY_LEFT_CONTROL
gdxGLFWKeyMap[Input.Keys.CONTROL_RIGHT] = GLFW.GLFW_KEY_RIGHT_CONTROL
gdxGLFWKeyMap[Input.Keys.ALT_LEFT] = GLFW.GLFW_KEY_LEFT_ALT
gdxGLFWKeyMap[Input.Keys.ALT_RIGHT] = GLFW.GLFW_KEY_RIGHT_ALT
gdxGLFWKeyMap[Input.Keys.SHIFT_LEFT] = GLFW.GLFW_KEY_LEFT_SHIFT
gdxGLFWKeyMap[Input.Keys.SHIFT_RIGHT] = GLFW.GLFW_KEY_RIGHT_SHIFT
gdxGLFWKeyMap[Input.Keys.A] = GLFW.GLFW_KEY_A
gdxGLFWKeyMap[Input.Keys.C] = GLFW.GLFW_KEY_C
gdxGLFWKeyMap[Input.Keys.V] = GLFW.GLFW_KEY_V
gdxGLFWKeyMap[Input.Keys.X] = GLFW.GLFW_KEY_X
gdxGLFWKeyMap[Input.Keys.Y] = GLFW.GLFW_KEY_Y
gdxGLFWKeyMap[Input.Keys.Z] = GLFW.GLFW_KEY_Z
}
override fun keyTyped(character: Char): Boolean {
LwjglGL3.charCallback(character.toInt())
return false
}
override fun scrolled(amount: Int): Boolean {
LwjglGL3.scrollCallback(Vec2d(0, -amount))
return false
}
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
LwjglGL3.mouseButtonCallback(button, GLFW.GLFW_PRESS, 0)
return false
}
override fun keyUp(keycode: Int): Boolean {
gdxGLFWKeyMap[keycode]?.apply {
LwjglGL3.keyCallback(this, 0, GLFW.GLFW_RELEASE, 0)
}
return false
}
override fun keyDown(keycode: Int): Boolean {
gdxGLFWKeyMap[keycode]?.apply {
LwjglGL3.keyCallback(this, 0, GLFW.GLFW_PRESS, 0)
}
return false
}
}
Then, add this input processor in libGDX :
Gdx.input.inputProcessor = ImGuiInputProcessor()
Or with a multiplexer to be able to use it with a stage :
Gdx.input.inputProcessor = InputMultiplexer(stage, ImGuiInputProcessor())