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cocos2d-x-3.17.1 with ImGui demo
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README.md

Cocos2d-x-3.17.1 with imgui 1.7

  1. Cocos2d-x is the engine: https://github.com/cocos2d/cocos2d-x
  2. UI is rendered with Dear ImGuihttps://github.com/ocornut/imgui

screen

How to integrate imguix

  • all you need are Classes/imgui folder

  • create GLView:

// include headers #include "CCImGuiLayer.h"


```c++
// add ImGUI layer on top. Example:
// https://github.com/c0i/imguix/blob/master/Classes/AppDelegate.cpp#L56
ImGuiLayer::createAndKeepOnTop();

How to use

// add ui callbacks
CCIMGUI::getInstance()->addImGUI([=](){
    {
        ImGui::Text("Hello, world!");
    }
}, "demoid");

// remove ui callbacks to stop rendering
CCIMGUI::getInstance()->removeImGUI("demoid");

// create button with file name, auto pushID / popID with texture id
CCIMGUI::getInstance()->imageButton("filename.png");

// create button with SpriteFrameName, auto pushID / popID with texture id
CCIMGUI:: getInstance()->imageButton("#framename");

// chinese font
// http://www.slackware.com/~alien/slackbuilds/wqy-zenhei-font-ttf/build/wqy-zenhei-0.4.23-1.tar.gz
ImGuiIO &io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("res/wqy-zenhei.ttf", 18.0f, 0, io.Fonts->GetGlyphRangesChinese());

Lua binding

  1. Naming convention is converted as followed: ImGui::ImageButton -> imgui.imageButton
-- text
imgui.text("Hello, World!")

-- text button
imgui.button("text button")

-- new window
if imgui.begin("Toolbar") then
end

-- input text
buf = "input"
ret, buf = imgui.inputText("input", buf, 256)

-- slider
float = 3
ret, float = imgui.sliderFloat("float", float, 0, 8)

-- image button

-- create with image file name
if imgui.imageButton("res/1.png") then print("image button click 1") end
-- or create with sprite frame name
if imgui.imageButton("#CoinSpin01.png") then print("CoinSpin01 1") end

more example in main.lua

Thanks

  1. https://github.com/Subtixx
  2. https://github.com/Mjarkiew/cocos2dx-imgui
  3. https://github.com/Xrysnow/cocos2d-x-imgui
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