imgui sort of works!
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142
src/game/rendering/imgui-helper.h
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142
src/game/rendering/imgui-helper.h
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/*
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* Copyright 2011-2025 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#ifndef IMGUI_H_HEADER_GUARD
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#define IMGUI_H_HEADER_GUARD
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#include <../iconfontheaders/icons_font_awesome.h>
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#include <../iconfontheaders/icons_kenney.h>
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#include <bgfx/bgfx.h>
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#include <imgui.h>
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#define IMGUI_MBUT_LEFT 0x01
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#define IMGUI_MBUT_RIGHT 0x02
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#define IMGUI_MBUT_MIDDLE 0x04
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inline uint32_t imguiRGBA(uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a = 255)
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{
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return 0 | (uint32_t(_r) << 0) | (uint32_t(_g) << 8) | (uint32_t(_b) << 16) | (uint32_t(_a) << 24);
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}
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namespace bx
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{
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struct AllocatorI;
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}
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void imguiCreate(float _fontSize = 18.0f, bx::AllocatorI* _allocator = NULL);
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void imguiDestroy();
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void imguiBeginFrame(int32_t _mx,
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int32_t _my,
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uint8_t _button,
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int32_t _scroll,
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uint16_t _width,
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uint16_t _height,
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int _inputChar = -1,
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bgfx::ViewId _view = 255);
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void imguiEndFrame();
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namespace entry
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{
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class AppI;
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}
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void showExampleDialog(entry::AppI* _app, const char* _errorText = NULL);
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namespace ImGui
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{
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#define IMGUI_FLAGS_NONE UINT8_C(0x00)
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#define IMGUI_FLAGS_ALPHA_BLEND UINT8_C(0x01)
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///
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inline ImTextureID toId(bgfx::TextureHandle _handle, uint8_t _flags, uint8_t _mip)
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{
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union
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{
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struct
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{
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bgfx::TextureHandle handle;
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uint8_t flags;
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uint8_t mip;
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} s;
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ImTextureID id;
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} tex;
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tex.s.handle = _handle;
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tex.s.flags = _flags;
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tex.s.mip = _mip;
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return tex.id;
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}
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// Helper function for passing bgfx::TextureHandle to ImGui::Image.
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inline void Image(bgfx::TextureHandle _handle,
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uint8_t _flags,
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uint8_t _mip,
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const ImVec2& _size,
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const ImVec2& _uv0 = ImVec2(0.0f, 0.0f),
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const ImVec2& _uv1 = ImVec2(1.0f, 1.0f),
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const ImVec4& _tintCol = ImVec4(1.0f, 1.0f, 1.0f, 1.0f),
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const ImVec4& _borderCol = ImVec4(0.0f, 0.0f, 0.0f, 0.0f))
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{
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Image(toId(_handle, _flags, _mip), _size, _uv0, _uv1, _tintCol, _borderCol);
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}
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// Helper function for passing bgfx::TextureHandle to ImGui::Image.
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inline void Image(bgfx::TextureHandle _handle,
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const ImVec2& _size,
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const ImVec2& _uv0 = ImVec2(0.0f, 0.0f),
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const ImVec2& _uv1 = ImVec2(1.0f, 1.0f),
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const ImVec4& _tintCol = ImVec4(1.0f, 1.0f, 1.0f, 1.0f),
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const ImVec4& _borderCol = ImVec4(0.0f, 0.0f, 0.0f, 0.0f))
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{
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Image(_handle, IMGUI_FLAGS_ALPHA_BLEND, 0, _size, _uv0, _uv1, _tintCol, _borderCol);
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}
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// Helper function for passing bgfx::TextureHandle to ImGui::ImageButton.
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inline bool ImageButton(bgfx::TextureHandle _handle,
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uint8_t _flags,
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uint8_t _mip,
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const ImVec2& _size,
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const ImVec2& _uv0 = ImVec2(0.0f, 0.0f),
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const ImVec2& _uv1 = ImVec2(1.0f, 1.0f),
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const ImVec4& _bgCol = ImVec4(0.0f, 0.0f, 0.0f, 0.0f),
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const ImVec4& _tintCol = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))
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{
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return ImageButton("image", toId(_handle, _flags, _mip), _size, _uv0, _uv1, _bgCol, _tintCol);
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}
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// Helper function for passing bgfx::TextureHandle to ImGui::ImageButton.
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inline bool ImageButton(bgfx::TextureHandle _handle,
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const ImVec2& _size,
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const ImVec2& _uv0 = ImVec2(0.0f, 0.0f),
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const ImVec2& _uv1 = ImVec2(1.0f, 1.0f),
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const ImVec4& _bgCol = ImVec4(0.0f, 0.0f, 0.0f, 0.0f),
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const ImVec4& _tintCol = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))
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{
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return ImageButton(_handle, IMGUI_FLAGS_ALPHA_BLEND, 0, _size, _uv0, _uv1, _bgCol, _tintCol);
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}
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///
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inline void NextLine()
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{
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SetCursorPosY(GetCursorPosY() + GetTextLineHeightWithSpacing());
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}
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///
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inline bool MouseOverArea()
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{
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return false || ImGui::IsAnyItemActive() || ImGui::IsAnyItemHovered() ||
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ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
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// || ImGuizmo::IsOver()
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;
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}
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///
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void PushEnabled(bool _enabled);
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///
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void PopEnabled();
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} // namespace ImGui
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#endif // IMGUI_H_HEADER_GUARD
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