ImGuiTest/src/functions/imgui_functions.cpp
kelson8 5e6d5f0cfc Add a random number generator in test_menu2.
Add minimum and maximum for random number generator.
Add open current directory button to test_menu2.
Add some new functions for directories in imgui_functions.
Comment more code in imgui_functions, clean it up a bit.
Add some new items into imgui_defines.h
Add float to string, address to string, generate random number to misc_util.
Add template to convert all values that work with it to a string.
2025-03-31 16:11:48 -04:00

299 lines
10 KiB
C++

//#include "pch.h"
// https://stackoverflow.com/questions/22744262/cant-call-stdmax-because-minwindef-h-defines-max
// Fix for std::min and std::max
#define NOMINMAX
#include <string>
#include <iostream>
#include "imgui_functions.h"
// ImGui
#include "imgui.h"
#include "imgui_impl_dx9.h"
#include "imgui_impl_win32.h"
#ifdef _WIN32
// For _getcwd
#include <direct.h>
#endif
//-------------- ImGui Directories -------------/
// TODO Make this work on Linux and Windows
std::string
ImGuiFunctions::Folders::GetCurrentWorkingDirectory()
{
#ifdef _WIN32
char buffer[MAX_PATH];
if (_getcwd(buffer, sizeof(buffer)) != nullptr) {
return std::string(buffer);
}
else {
return ""; // Or handle the error appropriately
}
#endif
}
void
ImGuiFunctions::Folders::OpenCurrentDirectoryButton(const char* buttonLabel)
{
#ifdef _WIN32
std::string currentDir = GetCurrentWorkingDirectory();
if (!currentDir.empty() && ImGui::Button(buttonLabel))
{
ShellExecuteA(nullptr, "explore", currentDir.c_str(), nullptr, nullptr, SW_SHOWNORMAL);
}
#endif
}
void
ImGuiFunctions::Folders::OpenDirectoryButton(std::string folder, const char* buttonLabel)
{
//Defines defines = Defines();
#ifdef _WIN32
// std::string currentDir = GetCurrentWorkingDirectory() + folder;
if (!folder.empty() && ImGui::Button(buttonLabel)) {
// Leftover log function, ReVC
//LogFunctions::LogInfo(defines.logFile, "Folder path: " + folder);
// ShellExecuteA(nullptr, "explore", currentDir.c_str(), nullptr, nullptr, SW_SHOWNORMAL);
ShellExecuteA(nullptr, "explore", folder.c_str(), nullptr, nullptr, SW_SHOWNORMAL);
}
#endif
}
//-------------- End ImGui Directories -------------/
//-------------- ImGui input -------------/
void
ImGuiFunctions::Input::InputIntMax(const char* label, int* v, int step, int step_fast, int max_value)
{
if (ImGui::InputInt(label, v, step, step_fast)) {
*v = std::min(*v, max_value);
//return true; // Value changed
}
//return false; // Value unchanged
}
// If you also need to set a min value, use this function instead:
void
ImGuiFunctions::Input::InputIntClamp(const char* label, int* v, int step, int step_fast, int min_value, int max_value)
{
if (ImGui::InputInt(label, v, step, step_fast)) {
*v = std::max(min_value, std::min(*v, max_value));
//return true; // Value changed
}
//return false; // Value unchanged
}
//-------------- End ImGui input -------------/
//-------------- ImGui Window handling -------------/
/// <summary>
/// Destory the ImGui window
/// </summary>
/// <param name="hwnd"></param>
/// <param name="wc"></param>
void ImGuiFunctions::Main::DestroyWindow(HWND hwnd, WNDCLASSEXW wc)
{
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
}
/// <summary>
/// Shutdown ImGui
/// </summary>
void ImGuiFunctions::Main::ShutDown()
{
// Shutdown ImGui
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
// Destroy ImGui Context
ImGui::DestroyContext();
}
/// <summary>
/// Show the ImGui Window
/// </summary>
/// <param name="hwnd"></param>
void ImGuiFunctions::Main::ShowWindow(HWND hwnd)
{
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
}
// imgui_demo line 256
// TODO What's this for? Seems like it's not needed
//static void ImGuiFunctions::Main::ShowWindow(bool* p_open)
//{
// static bool show_main_menu = false;
//
// if (show_main_menu)
// {
// if (ImGui::Begin("Test"))
// {
// ImGui::Text("Hello World!");
// }
// }
//
// if (!ImGui::Begin("Test", p_open))
// {
//
// ImGui::End();
// return;
// }
//}
//-------------- End ImGui Window handling -------------/
//-------------- ImGui Setup and fonts -------------/
/// <summary>
/// Setup ImGui
/// </summary>
void ImGuiFunctions::Main::SetupContext()
{
bool oldFont = false;
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
io.Fonts->AddFontDefault();
if (oldFont) {
io.Fonts->AddFontFromFileTTF("./lib/ImGui/misc/fonts/DroidSans.ttf", 16.0f);
}
else {
// New font, from the Cheat Menu here https://github.com/user-grinch/Cheat-Menu/tree/master/resource/addon
io.Fonts->AddFontFromFileTTF("./resources/text.ttf", 1.15f);
}
//
// Here are some other fonts
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
}
// Credit to user-grinch on github for the style code here.
// https://github.com/user-grinch/Cheat-Menu/blob/master/src/cheatmenu.cpp#L271-L335
void ImGuiFunctions::Main::ApplyStyle()
{
ImGuiStyle* style = &ImGui::GetStyle();
ImVec4* colors = style->Colors;
style->WindowPadding = ImVec2(8, 8);
style->WindowRounding = 5.0f;
style->FramePadding = ImVec2(8, 8);
style->FrameRounding = 5.0f;
style->PopupRounding = 5.0f;
style->ItemSpacing = ImVec2(7, 7);
style->ItemInnerSpacing = ImVec2(7, 7);
style->IndentSpacing = 25.0f;
style->ScrollbarSize = 12.0f;
style->ScrollbarRounding = 10.0f;
style->GrabMinSize = 5.0f;
style->GrabRounding = 3.0f;
style->ChildBorderSize = 0;
style->WindowBorderSize = 0;
style->FrameBorderSize = 0;
style->TabBorderSize = 0;
style->PopupBorderSize = 0;
style->Colors[ImGuiCol_Text] = ImVec4(0.80f, 0.80f, 0.83f, 1.00f);
style->Colors[ImGuiCol_TextDisabled] = ImVec4(0.35f, 0.33f, 0.3f, 1.00f);
style->Colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.05f, 0.06f, 0.95f);
style->Colors[ImGuiCol_ChildBg] = ImVec4(0.0f, 0.0f, 0.0f, 0.0f);
style->Colors[ImGuiCol_PopupBg] = ImVec4(0.06f, 0.05f, 0.06f, 0.95f);
style->Colors[ImGuiCol_Border] = ImVec4(0.12f, 0.12f, 0.12f, 1.0f);
style->Colors[ImGuiCol_BorderShadow] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
style->Colors[ImGuiCol_FrameBg] = ImVec4(0.15f, 0.15f, 0.15f, 0.95f);
style->Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style->Colors[ImGuiCol_FrameBgActive] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
style->Colors[ImGuiCol_TitleBg] = ImVec4(0.12f, 0.12f, 0.12f, 0.94f);
style->Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 0.98f, 0.95f, 0.75f);
style->Colors[ImGuiCol_TitleBgActive] = ImVec4(0.07f, 0.07f, 0.09f, 1.00f);
style->Colors[ImGuiCol_MenuBarBg] = ImVec4(0.15f, 0.15f, 0.15f, 0.95f);
style->Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.15f, 0.15f, 0.15f, 0.95f);
style->Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.5f, 0.5f, 0.5f, 0.3f);
style->Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.7f, 0.7f, 0.7f, 0.3f);
style->Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.9f, 0.9f, 0.9f, 0.3f);
style->Colors[ImGuiCol_CheckMark] = ImVec4(0.80f, 0.80f, 0.83f, 0.31f);
style->Colors[ImGuiCol_SliderGrab] = ImVec4(0.80f, 0.80f, 0.83f, 0.31f);
style->Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.80f, 0.80f, 0.83f, 0.31f);
style->Colors[ImGuiCol_Separator] = ImVec4(0.15f, 0.15f, 0.15f, 0.95f);
style->Colors[ImGuiCol_Button] = ImVec4(0.15f, 0.15f, 0.15f, 0.95f);
style->Colors[ImGuiCol_ButtonHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style->Colors[ImGuiCol_ButtonActive] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
style->Colors[ImGuiCol_Tab] = ImVec4(0.15f, 0.15f, 0.15f, 0.95f);
style->Colors[ImGuiCol_TabHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style->Colors[ImGuiCol_TabActive] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
style->Colors[ImGuiCol_Header] = ImVec4(0.0f, 0.0f, 0.0f, 0.0f);
style->Colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style->Colors[ImGuiCol_HeaderActive] = ImVec4(0.06f, 0.05f, 0.07f, 1.00f);
style->Colors[ImGuiCol_ResizeGrip] = ImVec4(0.12f, 0.12f, 0.12f, 0.00f);
style->Colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style->Colors[ImGuiCol_ResizeGripActive] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
style->Colors[ImGuiCol_PlotLines] = ImVec4(0.40f, 0.39f, 0.38f, 0.63f);
style->Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.25f, 1.00f, 0.00f, 1.00f);
style->Colors[ImGuiCol_PlotHistogram] = ImVec4(0.40f, 0.39f, 0.38f, 0.63f);
style->Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(0.25f, 1.00f, 0.00f, 1.00f);
style->Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.06f, 0.05f, 0.06f, 0.95f);
style->Colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.6f);
}
//-------------- End ImGui Setup and fonts -------------/
//-------------- Misc ImGui functions -------------/
/// <summary>
/// Add a help marker
/// </summary>
/// <param name="desc"></param>
static void ImGuiFunctions::Main::HelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
if (ImGui::BeginItemTooltip())
{
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
//-------------- End Misc ImGui functions -------------/