Rekai Nyangadzayi Musuka
ca27a47224
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 |
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libs/imgui | ||
src | ||
.gitignore | ||
README.md | ||
build.zig |
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();
}