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Gallery: Post your screenshots / code here (PART 2) #539
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Thanks for a second part, that was to much for my browser to handle. |
This might be a bit underwhelming, but I used ImGui to make a transparent overlay for my Julia Fractal Renderer on Android. [Here's the application itself](https://play.google. The OpenGL code is borrowed from the OpenGL SuperBible's Julia fractal example. I think I may add some buttons as well. |
I use dear imgui in a video mapping software, Splash. As I'm not much of a GUI person, the usage is pretty basic. Although when I see some examples in this thread I wish I had more time to put in it! |
Mini example in wiki of a helper to store values so you can plot them over time in 1 line. |
@JoNil Nice. Would you mind posting your colors in #184 for reference? Are you handling clipping of the left-aligned labels? I have a local stash to allow switch from widget-label to label-widget but the earlier has so many benefits for layout. (Laying out multiple widget on a same line, etc.) |
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I'm creating some sort of primitive infopanel/track timeline in ImGui. If anybody wants the code, here it is: http://pastebin.com/N1E5XR20 |
@citruslee it might be useful for me, thank you |
@brucelane please do, but I think you need to alter it a bit. I might upload a more recent fixed version of it :) |
@kylawl I am glad it's useful. Is your screenshot from some open source project? |
@nem0 We're using ImGui and the docking for our game Lumote so It's unlikely the source for the game will be made open. We would like to open source some of the underlying tech but right now our focus is the game. |
@kylawl this looks seriously cool |
I am the editor programmer for Chrono-Drive, a student game at DigiPen that uses a custom engine. We use ImGui + ImWindow for our editor. video link here. https://youtu.be/gFbh4wxZ6DE?t=2m3s |
@jnboard007 nice, are you using some library for rendering or is it build from scratch too? |
@nem0 we are using DirectX11 for rendering. Everything is from scratch except ImGui + ImWindow for the editor, CEGUI for in-game menu rendering and logic, luabridge lua bindings, and Havok Physics for rigidbody simulation. |
@ocornut https://youtu.be/cHJGQf-6XCE i did that kept for the algorithms on dsp. It was written to use glut but i changed it to use SDL2 and your imgui |
We have used ImGui to write our GPU Rendering & animation environment. |
Fixed most the rendering issues, I'm still fighting with the look of fonts since I'm using FreeType2 instead of STB, I had to make some considerable changes there, everything else is pretty much a 1 to 1 port tho as of now. I may create a new issue if you don't mind to show the progress and then when its ready put a link to the GitHub repo. |
@vd3d krys: looking very nice! |
@xposure out of curiosity, why aren't you calling the c++ code from c# instead of "porting" it? confused by the idea of using freetype or porting any code tbh. |
@xposure, FYI, a dual freetype2/stb effort w/ SDF can be located here https://github.com/tangrams/fontstash-es |
@ocornut my own personal reason is to tear apart this code and see how the inner workings of a ImGui work, but there are a lot of people that wouldn't even take a 2nd look at c++/imgui because they can't easily change it. I'd probably just use ImGui bindings if it had everything I was looking for, but there are a lot of things I want to add myself in a language I enjoy programming in. As for free type, I couldn't find a suitable stb true type binding for .net and already had experience using free type. @r-lyeh I'll check it out, thanks. |
Also the second part. :) |
Untitled game by @gimblll OpenBoardViewer https://github.com/OpenBoardView/OpenBoardView |
More from http://playboundless.com from looking at their forum (game is on early access, tools are open I think?) https://forum.playboundless.com/t/weekly-dev-update-2016-april-15th-c-regen-machines-creatures-gui-more/4216 |
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@fabioarnold Nice, very good idea! Posting some thoughts on your Github :) |
Really simple dot graph thingy. #include "imgui.h"
#define IMGUI_DEFINE_MATH_OPERATORS
#include "imgui_internal.h"
namespace ImGui
{
int PlotDots(const char *label, const ImVec2& size, int maxpoints, ImVec2 *points)
{
int i;
if (maxpoints < 1)
return 0;
ImGuiWindow* window = GetCurrentWindow();
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
if (window->SkipItems)
return 0;
ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(bb);
if (!ItemAdd(bb, NULL))
return 0;
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
float ht = bb.Max.y - bb.Min.y;
float wd = bb.Max.x - bb.Min.x;
// dots
for (i = 0; i < maxpoints; i++)
{
ImVec2 a = points[i];
if (a.x >= 0 && a.x <= 1 && a.y >= 0&& a.y <= 1)
{
a = a * (bb.Max - bb.Min) + bb.Min;
ImVec2 b = a + ImVec2(1.5, 1.5);
window->DrawList->AddRectFilled(a, b, GetColorU32(ImGuiCol_PlotLines));
}
}
RenderTextClipped(ImVec2(bb.Min.x, bb.Min.y + style.FramePadding.y), bb.Max, label, NULL, NULL, ImGuiAlign_Center);
return 0;
}
};
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This is Part 2. I am splitting issues to reduce loading times and locked the old ones. Screenshots Part 1 #123 |
This is Part 2, I am splitting issues to reduce loading times and avoid github collapsing messages.
Browse all threads and find latest one to post to using the gallery label.
Also see: Software using dear imgui (you can help complete the list!)
You can post your screenshots here!
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