Go to file
Rekai Nyangadzayi Musuka ca27a47224 chore: add necessary imgui files for opengl3
feat: add glfw+opengl3 backend option to build.zig

feat: add backend impl for glfw+opengl3

chore: combine render() and draw() in backend

chore: handle all cases of enum

feat: add sdl2-opengl3 backend impl

fix: vcpkg stores SDL.h under SDL2 folder

macOS and Linux seem to not, so in order to get CI working again I
should make use of the preprocessor.

FIXME: I think this makes vcpkg a **hard** requirement which perhaps
isn't ideal if I want ZBA to be as easy to build as possible. I should
try ensuring that building w/out vcpkg works as well

chore: explicitly link SDL2

TODO: What happens on Windows? macOS?

feat: prefer SDL.h instead of SDL/SDL.h on all supported platforms

fix: restore import for glfw w/ opengl3 backend

rebase unalived that specific line. Whoops

fix: ensure that main.zig is removed

chore: Update to Zig v0.11.0
2023-10-07 02:59:02 -05:00
libs/imgui chore: add necessary imgui files for opengl3 2023-10-07 02:59:02 -05:00
src chore: add necessary imgui files for opengl3 2023-10-07 02:59:02 -05:00
.gitignore chore: add gitignore 2023-03-26 22:56:50 -05:00
README.md chore: update to zgui 4f14a690fe8fbfce37a50dcf666e2293a19abbba 2023-10-07 02:53:20 -05:00
build.zig chore: add necessary imgui files for opengl3 2023-10-07 02:59:02 -05:00

README.md

zgui v1.89.6 - dear imgui bindings

Easy to use, hand-crafted API with default arguments, named parameters and Zig style text formatting. Here is a simple sample application, and here is a full one.

Features

  • Most public dear imgui API exposed
  • All memory allocations go through user provided Zig allocator
  • DrawList API for vector graphics, text rendering and custom widgets
  • Plot API for advanced data visualizations

Getting started

Copy zgui folder to a libs subdirectory of the root of your project.

To get glfw/wgpu rendering backend working also copy zgpu, zglfw, zpool and system-sdk folders (see zgpu for the details). Alternatively, you can provide your own rendering backend, see: backend_glfw_wgpu.zig for an example.

Then in your build.zig add:

const zgui = @import("libs/zgui/build.zig");

// Needed for glfw/wgpu rendering backend
const zglfw = @import("libs/zglfw/build.zig");
const zgpu = @import("libs/zgpu/build.zig");
const zpool = @import("libs/zpool/build.zig");

pub fn build(b: *std.Build) void {
    ...
    const optimize = b.standardOptimizeOption(.{});
    const target = b.standardTargetOptions(.{});

    const zgui_pkg = zgui.package(b, target, optimize, .{
        .options = .{ .backend = .glfw_wgpu },
    });

    zgui_pkg.link(exe);
    
    // Needed for glfw/wgpu rendering backend
    const zglfw_pkg = zglfw.package(b, target, optimize, .{});
    const zpool_pkg = zpool.package(b, target, optimize, .{});
    const zgpu_pkg = zgpu.package(b, target, optimize, .{
        .deps = .{ .zpool = zpool_pkg.zpool, .zglfw = zglfw_pkg.zglfw },
    });

    zglfw_pkg.link(exe);
    zgpu_pkg.link(exe);
}

Now in your code you may import and use zgui:

const zgui = @import("zgui");

zgui.init(allocator);

_ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", 16.0);

zgui.backend.init(
    window,
    demo.gctx.device,
    @enumToInt(swapchain_format),
);
// Main loop
while (...) {
    zgui.backend.newFrame(framebuffer_width, framebuffer_height);

    zgui.bulletText(
        "Average :  {d:.3} ms/frame ({d:.1} fps)",
        .{ demo.gctx.stats.average_cpu_time, demo.gctx.stats.fps },
    );
    zgui.bulletText("W, A, S, D :  move camera", .{});
    zgui.spacing();

    if (zgui.button("Setup Scene", .{})) {
        // Button pressed.
    }

    if (zgui.dragFloat("Drag 1", .{ .v = &value0 })) {
        // value0 has changed
    }

    if (zgui.dragFloat("Drag 2", .{ .v = &value0, .min = -1.0, .max = 1.0 })) {
        // value1 has changed
    }

    // Setup wgpu render pass here

    zgui.backend.draw(pass);
}

Building a shared library

If your project spans multiple zig modules that both use ImGui, such as an exe paired with a dll, you may want to build the zgui dependencies (zgui_pkg.zgui_c_cpp) as a shared library. This can be enabled with the shared build option. Then, in build.zig, use zgui_pkg.link to link zgui to all the modules that use ImGui.

When built this way, the ImGui context will be located in the shared library. However, the zgui zig code (which is compiled separately into each module) requires its own memory buffer which has to be initialized separately with initNoContext.

In your executable:

const zgui = @import("zgui");
zgui.init(allocator);
defer zgui.deinit();

In your shared library:

const zgui = @import("zgui");
zgui.initNoContext(allocator);
defer zgui.deinitNoContxt();

DrawList API

draw_list.addQuad(.{
    .p1 = .{ 170, 420 },
    .p2 = .{ 270, 420 },
    .p3 = .{ 220, 520 },
    .p4 = .{ 120, 520 },
    .col = 0xff_00_00_ff,
    .thickness = 3.0,
});
draw_list.addText(.{ 130, 130 }, 0xff_00_00_ff, "The number is: {}", .{7});
draw_list.addCircleFilled(.{ .p = .{ 200, 600 }, .r = 50, .col = 0xff_ff_ff_ff });
draw_list.addCircle(.{ .p = .{ 200, 600 }, .r = 30, .col = 0xff_00_00_ff, .thickness = 11 });
draw_list.addPolyline(
    &.{ .{ 100, 700 }, .{ 200, 600 }, .{ 300, 700 }, .{ 400, 600 } },
    .{ .col = 0xff_00_aa_11, .thickness = 7 },
);

Plot API

if (zgui.plot.beginPlot("Line Plot", .{ .h = -1.0 })) {
    zgui.plot.setupAxis(.x1, .{ .label = "xaxis" });
    zgui.plot.setupAxisLimits(.x1, .{ .min = 0, .max = 5 });
    zgui.plot.setupLegend(.{ .south = true, .west = true }, .{});
    zgui.plot.setupFinish();
    zgui.plot.plotLineValues("y data", i32, .{ .v = &.{ 0, 1, 0, 1, 0, 1 } });
    zgui.plot.plotLine("xy data", f32, .{
        .xv = &.{ 0.1, 0.2, 0.5, 2.5 },
        .yv = &.{ 0.1, 0.3, 0.5, 0.9 },
    });
    zgui.plot.endPlot();
}