I'm using it and works great, but when the memory is being changed outside of the control I'm watching memory from an emulator the content under the cursor doesn't change. I was puzzled for a while before moving the cursor and seeing the byte updating to the expected value :D.

Hello leiradelsorry I missed your question earlier. It is a little tricky because the InputText widget is currently always "owning" the active text. I've came up with a workaround by rewriting the content of the text. The gist above has been update to v0. Great gadget ocornut! If only I could get a callback when user changes a byte. Skip to content. Instantly share code, notes, and snippets.

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Creating awesome GUI for you game dev tools with ImGui and SFML. Part 1.

Embed Embed this gist in your website. Share Copy sharable link for this gist. Learn more about clone URLs. Download ZIP. This comment has been minimized. Sign in to view. Copy link Quote reply. Draw "Test", ram, 0x. Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment.

You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window.Richard FineDecember 22, Strange timing, you might think. Why care about the old UI system now that the new one is available? Well, while the new UI system is intended to cover every in-game user interface situation you might want to throw at it, IMGUI is still used, particularly in one very important situation: the Unity Editor itself.

Labels, UI. Buttons and so on as components, set up them up, and then just let them sit there, and the new UI system will take care of the rest. Meanwhile, an immediate mode GUI is one in which the GUI system generally does not retain information about your GUI, but instead, repeatedly asks you to re-specify what your controls are, and where they are, and so on.

As you specify each part of the UI in the form of function calls, it is processed immediately — drawn, clicked, etc — and the consequences of any user interaction returned to you straight away, instead of you needing to query for it.

This is inefficient for a game UI — and inconvenient for artists to work with, as everything becomes very code-dependent — but it turns out to be very handy for non-realtime situations like Editor panels which are heavily code-driven like Editor panels and want to change the displayed controls easily in response to current state like Editor panels! No, wait. If you want to know more, Casey Muratori has a great video where he discusses some of the upsides and principles of an Immediate Mode GUI.

Or you can just keep reading! Each step of the way, we are doing something relating to the same control button 1, button 2, or button 3. What this means is that we can do this instead:. There are 5 event types that are used most of the time:.

The reality is more complicated than this — a button also responds to keyboard events, and there is code to ensure that only the button that you initially clicked on can respond to the MouseUp — but this gives you a general idea. As long as you call GUI. Button at the same point in your code for each of these events, with the same position and contents, then the different behaviours will work together to provide all the functionality of a button. Try clicking and dragging the coloured boxes in this little demo:.

The first step is to decide upon our function signature. In order to cover all the different event types, our control is going to need three things:. Now we begin implementing the function. The first step is to retrieve a control ID. The FocusType. Check the FocusType docs for more info on them. Next, we do what the majority of custom controls will do at some point in their implementation: we branch depending on the event type, using a switch statement.

Instead of just using Event.Before you continue, if you don't know what IMGUI is don't bother reading this post, just ignore it, don't write anything in comments section, etc. If you're curious about IMGUI see bottom of this post, otherwise continue whatever you were doing, this post it's not for you.

The last link is not related to anything below but it's part of discussion above, putting it here just for people who are interested to see all opinions. There is really nothing I dislike about it not even moc'ing. All my experience with Qt is pre-version 5.

This is post only about tools UInot game UI. I don't think those should be unified since constraints and requirements are completely different. I'm gonna keep writing tools UI in bold, because there will be always someone to ask what about game UI it's NOT part of consideration here.

I never used Web Browser for building tools. I was curious when Insomniac announced their switch to web tech for tools. But Java Script always looked jenky to me for anything serious. To be honest, I think this about any interpreted code. I shipped one game for NaCl, and that worked pretty well, but NaCl didn't really take of.

Most of use cases were for debugging or tweaking parameters in simple examples. Before I never considered it seriously for GameDev tools like world editor.

When using Qt and similar frameworks there is a lot of utilities that come with it, but are unrelated to GUI widgets itself. IMGUIs traditionally don't have that part, and represent only widgets itself. With IMGUI there is nothing like that, which usually mean you need to write your own, and it causes huge slow down early on.

imgui editor

Considering this, and ignoring Unity's case, it's pretty obvious route to choose existing framework from productivity point of view of manager or producer. What is not obvious frameworks usually come with extra knowledge requirements of knowing how to use them, which makes person that knows it efficient, and person that doesn't know it very inefficient.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. So I'm thinking of using ImGui for doing a basic node graph that can be used to edit materials. There are lots of programs that does this but for example:.

I wonder how one would go about doing something similar with ImGui. Having separate windows for each box is likely? You can start with actual ImGui Windows but as you dig into connections and more features they will likely get in your way? It may be more awkward to restrict them within a given spot, etc. One benefit is that they will handle overlapping for you. If you can avoid overlapping it'll be simpler. Thanks for the reply.

That seems reasonable. I think I will just go for non-overlapping as this is mostly for a prototype so that should be fine. Here's a proof of concept demo.

It's quite incomplete but shows that it is possible. Drawing channels are very convenient to allow out-of-order rendering here we draw the node background after the nodes are filled with contents. I'm declaring some ImVec2 operators to make the code simpler. Sort of work but I'm not very happy with it because it wasn't that trivial to pull off 3 hours including bugfix and I had to dodge a few non-obvious trap.

I'll probably keep massaging that code. I'll move the hermite curve rendering to new drawing API.

Battlefield 4 ImGUI menu

Do you know of a good non-stupid reference for API that handle various types of curves? They are easy to implement but I wonder if there's a way of ordering parameters that's more standard or obvious.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again.

Node Editor is build around an idea "draw your content, we do the rest", which mean interactions are handled by editor, content rendering is handled by user. Editor will take care of:. Editor is used to implement blueprint editor in Spark CE engine, it proved itself there by allowing to do everything we needed. Therefore it is now slowly moving into stable state from beeing a prototype. Minimal example of one node can be found in Simple. Press 'F' in editor to focus on editor content if you see only grid.

For more details please visit Examples folder. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.

Sign up. Node Editor using ImGui. Branch: master. Find file. Sign in Sign up. Go back.

imgui editor

Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Latest commit eca Apr 14, Project purpose is to serve as a basis for more complex solutions like blueprint editors. Editor will take care of: placing your node in the word dragging nodes zoom and scrolling selection various interaction that can be quieried by API creation, deletion, selection changes, etc.

Please report issues or questions if something isn't clear. Dependencies Relies on modified version of ImGui 1. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Application: Drop Lena. Dec 10, Add Houdini style nodes. Apr 14, Canvas: Scale viewport size Dec 16, Hello, welcome to my second article about ImGui!

If you use SFML and want to learn how to use it with ImGui, use my binding and refer to this tutorial about setting it up! Dear ImGui is an amazing library which can be used to create fast GUI for your game dev and not only!

Labels are used in ImGui as unique IDs for widgets. These are the things that can happen when collisions occur between IDs. Suppose you have an array of int s:. And now you want to create a bunch of InputInt widgets for each array element. For example, you can do this:. In that case, you can use pointers to elements of the array which will be unique:. No problem, just call ImGui::Begin with the name of the window in which you want to append stuff. Using them with InputFloat2 or InputFloat4 is easy:.

This method is not very safe, of course, so use it at your own risk. Someone can modify the struct and this may break your code which assumed that the floats you want to modify are stored contiguously. And the other problem is that you have to manage the memory of variable size arrays yourself using new and delete. Using std::array with Imgui::InputInt4 which expects you to pass raw array is easy, just do it like this:. The same can be done with std::vector s which are guaranteed to be contiguous, so you can just use std::vector::data the same way:.

You have to redefine callback which ImGui calls to get next item of the array. ImGui lets you pass char array in InputText and then it modifies it when user enters some text in the input field.

You can then create std::string from your buffer like this:. Be careful when using std::string as input buffer! Sure, you can always call std::string::resize and allocate enough space, but don't use it in string handling code, because the string may contain zeros or trash and this can lead to some nasty bugs.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.

If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again.

This started as my attempt to write a relatively simple widget which provides text editing functionality with syntax highlighting. Now there are other contributors who provide valuable additions. Since the editor has to maintain a relatively complex and large internal state, it did not seem to be practical to try and enforce fully immediate mode. It stores its internal state in an object instance which is reused across frames. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.

Sign up. Colorizing text editor for ImGui. Branch: master. Find file. Sign in Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Latest commit 0a Jun 15, The code is still work in progress, please report if you find any issues. Because of that, the highlighting process is amortized between multiple frames. Please post your screenshots if you find this little piece of software useful. You signed in with another tab or window.

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imgui editor

You signed out in another tab or window. Jun 7, Sep 10, Initial commit. Oct 1, Jun 15, Removed static local variables.


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