package igwrap import ( "fmt" "edgaru089.ml/go/gl01/internal/util/itype" "github.com/inkyblackness/imgui-go/v4" ) const ( WindowFlagsOverlay imgui.WindowFlags = imgui.WindowFlagsAlwaysAutoResize | imgui.WindowFlagsNoBackground | imgui.WindowFlagsNoNavFocus | imgui.WindowFlagsNoNavInputs | imgui.WindowFlagsNoDecoration | imgui.WindowFlagsNoBringToFrontOnFocus | imgui.WindowFlagsNoSavedSettings | imgui.WindowFlagsNoFocusOnAppearing ) // MenuItem wraps imgui.MenuItemV to create a // easy-to-use and intuitive interface. func MenuItem(name, shortcut string, selected *bool, enabled bool) { if imgui.MenuItemV(name, shortcut, *selected, enabled) { (*selected) = !(*selected) } } // Text wraps imgui.Text to create a // shortcut for fmt.Sprintf. func Text(format string, a ...interface{}) { imgui.Text(fmt.Sprintf(format, a...)) } // TextBackground wraps imgui.Text to create a shortcut for fmt.Sprintf. // // It also fills the background of the text with half-transparant black, and takes care of the padding. func TextBackground(format string, a ...interface{}) { pad := Vec2f(imgui.CurrentStyle().ItemSpacing()) TextBackgroundV(PackedColor(itype.Vec4f{0, 0, 0, 0.5}), pad, format, a...) } // TextBackgroundV wraps imgui.Text to create a shortcut for fmt.Sprintf. // // It also fills the background of the text with the given color. func TextBackgroundV(color imgui.PackedColor, padding itype.Vec2f, format string, a ...interface{}) { text := fmt.Sprintf(format, a...) orig := imgui.CursorScreenPos() size := imgui.CalcTextSize(text, false, 0) halfpad := padding.Multiply(0.5) imgui.BackgroundDrawList().AddRectFilledV(orig.Minus(Vec2(halfpad)), orig.Plus(size).Plus(Vec2(halfpad)), color, 0, 0) imgui.Text(text) } // TextBlank blanks a line with a nice-looking height (half the font height plus paddings). func TextBlank() { fontSize := imgui.FontSize() imgui.Dummy(imgui.Vec2{X: fontSize / 2, Y: fontSize / 2}) } // Begin wraps imgui.BeginV to create a // easy-to-use and intuitive interface. // // You only need to call End() if the function // returns true. func Begin(id string, open *bool, flags imgui.WindowFlags) bool { // skip if the window is not open if open != nil && !(*open) { return false } ok := imgui.BeginV(id, open, flags) if !ok { imgui.End() } return ok } // Sliderf creates a slider with 1 float32 variable. func Sliderf(label string, a *float32, min, max float32) bool { f := *a ok := imgui.SliderFloat(label, &f, min, max) (*a) = f return ok } // Slider2f creates a slider with 2 float32 variables. func Slider2f(label string, a, b *float32, min, max float32) bool { f := [2]float32{*a, *b} ok := imgui.SliderFloat2(label, &f, min, max) (*a) = f[0] (*b) = f[1] return ok } // Slider3f creates a slider with 3 float32 variables. func Slider3f(label string, a, b, c *float32, min, max float32) bool { f := [3]float32{*a, *b, *c} ok := imgui.SliderFloat3(label, &f, min, max) (*a) = f[0] (*b) = f[1] (*c) = f[2] return ok } // Slider4f creates a slider with 4 float32 variables. func Slider4f(label string, a, b, c, d *float32, min, max float32) bool { f := [4]float32{*a, *b, *c, *d} ok := imgui.SliderFloat4(label, &f, min, max) (*a) = f[0] (*b) = f[1] (*c) = f[2] (*d) = f[3] return ok } // Sliderd creates a slider with 1 float64 variable. func Sliderd(label string, a *float64, min, max float64) bool { f := float32(*a) ok := imgui.SliderFloat(label, &f, float32(min), float32(max)) (*a) = float64(f) return ok } // Slider2d creates a slider with 2 float64 variables. func Slider2d(label string, a, b *float64, min, max float64) bool { f := [2]float32{float32(*a), float32(*b)} ok := imgui.SliderFloat2(label, &f, float32(min), float32(max)) (*a) = float64(f[0]) (*b) = float64(f[1]) return ok } // Slider3d creates a slider with 3 float64 variables. func Slider3d(label string, a, b, c *float64, min, max float64) bool { f := [3]float32{float32(*a), float32(*b), float32(*c)} ok := imgui.SliderFloat3(label, &f, float32(min), float32(max)) (*a) = float64(f[0]) (*b) = float64(f[1]) (*c) = float64(f[2]) return ok } // Slider4d creates a slider with 4 float64 variables. func Slider4d(label string, a, b, c, d *float64, min, max float64) bool { f := [4]float32{float32(*a), float32(*b), float32(*c), float32(*d)} ok := imgui.SliderFloat4(label, &f, float32(min), float32(max)) (*a) = float64(f[0]) (*b) = float64(f[1]) (*c) = float64(f[2]) (*d) = float64(f[3]) return ok } // DragVec2d creates a dragger with a itype.Vec2d. func DragVec2d(label string, vec *itype.Vec2d, speed float64) bool { f := [2]float32{float32((*vec)[0]), float32((*vec)[1])} ok := imgui.DragFloat2V(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat) (*vec)[0] = float64(f[0]) (*vec)[1] = float64(f[1]) return ok } // DragVec2dv creates a dragger with two float64s. func DragVec2dv(label string, a, b *float64, speed float64) bool { f := [2]float32{float32(*a), float32(*b)} ok := imgui.DragFloat2V(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat) (*a) = float64(f[0]) (*b) = float64(f[1]) return ok } // Dragd creates a dragger with one float64. func Dragd(label string, a *float64, speed float64) bool { f := float32(*a) ok := imgui.DragFloatV(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat) (*a) = float64(f) return ok } // Checkbox wraps imgui.Checkbox. // // It returns true when selected. func Checkbox(label string, selected bool) bool { imgui.Checkbox(label, &selected) return selected } // DragButtonV wraps imgui.Button to create a button // that can be dragged around. // // The pushid, if not empty, is pushed into the ImGUI stack. // // It returns the mouse delta, if dragged, in the last frame. func DragButtonV(label string, pushid string) (delta itype.Vec2d) { if len(pushid) != 0 { imgui.PushID(pushid) defer imgui.PopID() } imgui.Button(label) if imgui.IsItemActive() { d := imgui.CurrentIO().MouseDelta() delta = itype.Vec2d{float64(d.X), float64(d.Y)} } return } // DragButton calls DragButtonV("Drag", pushid) to create a button // that can be dragged around. // // The pushid, if not empty, is pushed into the ImGUI stack. // // It returns the mouse delta, if dragged, in the last frame. func DragButton(pushid string) (delta itype.Vec2d) { return DragButtonV("Drag", pushid) } // DragButtonv wraps DragButton to create a button to be dragged around. // // The pushid, if not empty, is pushed into the ImGUI stack. // // It returns whether the values has changed. func DragButtonv(pushid string, x, y *float64, speed float64) bool { delta := DragButton(pushid).Multiply(speed) if delta == (itype.Vec2d{}) { return false } (*x) += delta[0] (*y) += delta[1] return true } // InputInt calls imgui.InputInt. // // It accepts int instead of int32. func InputInt(label string, val *int) bool { x := int32(*val) ok := imgui.InputInt(label, &x) (*val) = int(x) return ok }