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134 lines
4.6 KiB
134 lines
4.6 KiB
using Microsoft.Xna.Framework; |
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using Microsoft.Xna.Framework.Graphics; |
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using System; |
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using System.IO; |
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using Num = System.Numerics; |
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namespace ImGuiNET.SampleProgram.XNA |
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{ |
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/// <summary> |
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/// Simple FNA + ImGui example |
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/// </summary> |
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public class SampleGame : Game |
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{ |
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private GraphicsDeviceManager _graphics; |
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private ImGuiRenderer _imGuiRenderer; |
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private Texture2D _xnaTexture; |
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private IntPtr _imGuiTexture; |
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public SampleGame() |
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{ |
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_graphics = new GraphicsDeviceManager(this); |
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_graphics.PreferredBackBufferWidth = 1024; |
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_graphics.PreferredBackBufferHeight = 768; |
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_graphics.PreferMultiSampling = true; |
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IsMouseVisible = true; |
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} |
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protected override void Initialize() |
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{ |
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_imGuiRenderer = new ImGuiRenderer(this); |
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_imGuiRenderer.RebuildFontAtlas(); |
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base.Initialize(); |
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} |
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protected override void LoadContent() |
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{ |
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// Texture loading example |
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// First, load the texture as a Texture2D (can also be done using the XNA/FNA content pipeline) |
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_xnaTexture = CreateTexture(GraphicsDevice, 300, 150, pixel => |
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{ |
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//Console.WriteLine( pixel ); |
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var red = (pixel % 300) / 2; |
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return new Color(red, 1, 1); |
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}); |
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// Then, bind it to an ImGui-friendly pointer, that we can use during regular ImGui.** calls (see below) |
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_imGuiTexture = _imGuiRenderer.BindTexture(_xnaTexture); |
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base.LoadContent(); |
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} |
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protected override void Draw(GameTime gameTime) |
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{ |
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GraphicsDevice.Clear(new Color(clear_color.X, clear_color.Y, clear_color.Z)); |
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// Call BeforeLayout first to set things up |
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_imGuiRenderer.BeforeLayout(gameTime); |
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// Draw our UI |
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ImGuiLayout(); |
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// Call AfterLayout now to finish up and draw all the things |
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_imGuiRenderer.AfterLayout(); |
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base.Draw(gameTime); |
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} |
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// Direct port of the example at https://github.com/ocornut/imgui/blob/master/examples/sdl_opengl2_example/main.cpp |
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private float f = 0.0f; |
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private bool show_test_window = false; |
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private bool show_another_window = false; |
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private Num.Vector3 clear_color = new Num.Vector3(114f / 255f, 144f / 255f, 154f / 255f); |
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private byte[] _textBuffer = new byte[100]; |
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protected virtual void ImGuiLayout() |
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{ |
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// 1. Show a simple window |
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// Tip: if we don't call ImGui.Begin()/ImGui.End() the widgets appears in a window automatically called "Debug" |
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{ |
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ImGui.Text("Hello, world!"); |
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ImGui.SliderFloat("float", ref f, 0.0f, 1.0f, string.Empty, 1f); |
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ImGui.ColorEdit3("clear color", ref clear_color); |
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if (ImGui.Button("Test Window")) show_test_window = !show_test_window; |
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if (ImGui.Button("Another Window")) show_another_window = !show_another_window; |
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ImGui.Text(string.Format("Application average {0:F3} ms/frame ({1:F1} FPS)", 1000f / ImGui.GetIO().Framerate, ImGui.GetIO().Framerate)); |
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ImGui.InputText("Text input", _textBuffer, 100); |
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ImGui.Text("Texture sample"); |
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ImGui.Image(_imGuiTexture, new Num.Vector2(300, 150), Num.Vector2.Zero, Num.Vector2.One, Num.Vector4.One, Num.Vector4.One); // Here, the previously loaded texture is used |
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} |
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// 2. Show another simple window, this time using an explicit Begin/End pair |
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if (show_another_window) |
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{ |
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ImGui.SetNextWindowSize(new Num.Vector2(200, 100), ImGuiCond.FirstUseEver); |
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ImGui.Begin("Another Window", ref show_another_window); |
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ImGui.Text("Hello"); |
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ImGui.End(); |
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} |
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// 3. Show the ImGui test window. Most of the sample code is in ImGui.ShowTestWindow() |
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if (show_test_window) |
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{ |
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ImGui.SetNextWindowPos(new Num.Vector2(650, 20), ImGuiCond.FirstUseEver); |
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ImGui.ShowDemoWindow(ref show_test_window); |
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} |
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} |
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public static Texture2D CreateTexture(GraphicsDevice device, int width, int height, Func<int, Color> paint) |
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{ |
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//initialize a texture |
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var texture = new Texture2D(device, width, height); |
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//the array holds the color for each pixel in the texture |
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Color[] data = new Color[width * height]; |
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for(var pixel = 0; pixel < data.Length; pixel++) |
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{ |
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//the function applies the color according to the specified pixel |
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data[pixel] = paint( pixel ); |
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} |
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//set the color |
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texture.SetData( data ); |
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return texture; |
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} |
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} |
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} |