aboutsummaryrefslogtreecommitdiff
path: root/vendor/zgui/README.md
diff options
context:
space:
mode:
authorNic Gaffney <gaffney_nic@protonmail.com>2024-06-12 21:15:52 -0500
committerNic Gaffney <gaffney_nic@protonmail.com>2024-06-12 21:15:52 -0500
commit963fae202108acd0498349e872e4811fa6c6aba0 (patch)
tree1a7d5b6ee837700819d8f6f5a2484342a0ab6ec1 /vendor/zgui/README.md
parent6084001df845815efd9c0eb712acf4fd9311ce36 (diff)
downloadparticle-sim-963fae202108acd0498349e872e4811fa6c6aba0.tar.gz
Added imgui for configuration
Diffstat (limited to 'vendor/zgui/README.md')
-rw-r--r--vendor/zgui/README.md201
1 files changed, 201 insertions, 0 deletions
diff --git a/vendor/zgui/README.md b/vendor/zgui/README.md
new file mode 100644
index 0000000..aedb21d
--- /dev/null
+++ b/vendor/zgui/README.md
@@ -0,0 +1,201 @@
+# zgui v0.2.0 - dear imgui bindings
+
+Easy to use, hand-crafted API with default arguments, named parameters and Zig style text formatting. [Here](https://github.com/michal-z/zig-gamedev/tree/main/samples/minimal_zgpu_zgui) is a simple sample application, and [here](https://github.com/michal-z/zig-gamedev/tree/main/samples/gui_test_wgpu) is a full one.
+
+## Features
+
+* Most public dear imgui API exposed
+* All memory allocations go through user provided Zig allocator
+* [DrawList API](#drawlist-api) for vector graphics, text rendering and custom widgets
+* [Plot API](#plot-api) for advanced data visualizations
+* [Test engine API](#test-engine-api) for automatic testing
+
+## Versions
+
+* [ImGui](https://github.com/ocornut/imgui/tree/v1.90.4-docking) `1.90.4-docking`
+* [ImGui test engine](https://github.com/ocornut/imgui_test_engine/tree/v1.90.4) `1.90.4`
+* [ImPlot](https://github.com/epezent/implot) `O.17`
+
+## Getting started
+
+Copy `zgui` to a subdirectory in your project and add the following to your `build.zig.zon` .dependencies:
+```zig
+ .zgui = .{ .path = "libs/zgui" },
+```
+
+To get glfw/wgpu rendering backend working also copy `zglfw`, `system-sdk`, `zgpu` and `zpool` folders and add the depenency paths (see [zgpu](https://github.com/zig-gamedev/zig-gamedev/tree/main/libs/zgpu) for the details).
+
+Then in your `build.zig` add:
+```zig
+
+pub fn build(b: *std.Build) void {
+ const exe = b.addExecutable(.{ ... });
+
+ const zgui = b.dependency("zgui", .{
+ .shared = false,
+ .with_implot = true,
+ });
+ exe.root_module.addImport("zgui", zgui.module("root"));
+ exe.linkLibrary(zgui.artifact("imgui"));
+
+ { // Needed for glfw/wgpu rendering backend
+ const zglfw = b.dependency("zglfw", .{});
+ exe.root_module.addImport("zglfw", zglfw.module("root"));
+ exe.linkLibrary(zglfw.artifact("glfw"));
+
+ const zpool = b.dependency("zpool", .{});
+ exe.root_module.addImport("zpool", zpool.module("root"));
+
+ const zgpu = b.dependency("zgpu", .{});
+ exe.root_module.addImport("zgpu", zgpu.module("root"));
+ exe.linkLibrary(zgpu.artifact("zdawn"));
+ }
+}
+```
+
+Now in your code you may import and use `zgui`:
+
+```zig
+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),
+ @enumToInt(depth_format),
+);
+```
+
+```zig
+// 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:
+```zig
+const zgui = @import("zgui");
+zgui.init(allocator);
+defer zgui.deinit();
+```
+
+In your shared library:
+```zig
+const zgui = @import("zgui");
+zgui.initNoContext(allocator);
+defer zgui.deinitNoContxt();
+```
+
+### DrawList API
+
+```zig
+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
+```zig
+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();
+}
+```
+
+### Test Engine API
+Zig wraper for [ImGUI test engine](https://github.com/ocornut/imgui_test_engine).
+
+```zig
+var check_b = false;
+var _te: *zgui.te.TestEngine = zgui.te.getTestEngine().?;
+fn registerTests() void {
+ _ = _te.registerTest(
+ "Awesome",
+ "should_do_some_another_magic",
+ @src(),
+ struct {
+ pub fn gui(ctx: *zgui.te.TestContext) !void {
+ _ = ctx; // autofix
+ _ = zgui.begin("Test Window", .{ .flags = .{ .no_saved_settings = true } });
+ defer zgui.end();
+
+ zgui.text("Hello, automation world", .{});
+ _ = zgui.button("Click Me", .{});
+ if (zgui.treeNode("Node")) {
+ defer zgui.treePop();
+
+ _ = zgui.checkbox("Checkbox", .{ .v = &check_b });
+ }
+ }
+
+ pub fn run(ctx: *zgui.te.TestContext) !void {
+ ctx.setRef("/Test Window");
+ ctx.windowFocus("");
+
+ ctx.itemAction(.click, "Click Me", .{}, null);
+ ctx.itemAction(.open, "Node", .{}, null);
+ ctx.itemAction(.check, "Node/Checkbox", .{}, null);
+ ctx.itemAction(.uncheck, "Node/Checkbox", .{}, null);
+
+ std.testing.expect(true) catch |err| {
+ zgui.te.checkTestError(@src(), err);
+ return;
+ };
+ }
+ },
+ );
+}
+```