2 Commits
8 changed files with 108 additions and 8 deletions
+1 -1
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@@ -116,7 +116,7 @@ The Style Editor (`ImGui.ShowStyleEditor()`) and the Metrics/Debugger (`ImGui.Sh
### Getting Started & Integration (Roblox)
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/[email protected].2"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/[email protected].3"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
1. Build the module: `python3 tools/bundle.py` writes `build/ImGui.luau` (`--no-demo` leaves the demo out) and `build/ImGuiTyped.luau`, a small typed entry module (Luau types for the public `ImGui.*` API, `ImVec2`/`ImVec4` and the flag enums) that requires `build/ImGui.luau` as its child `Impl`. The Wally package and the Rojo projects use that layout, so you get autocomplete and type errors in `--!strict` scripts. The single-file `ImGui.luau` also works on its own, just untyped.
2. Sync with [Rojo](https://rojo.space): [`default.project.json`](/default.project.json) puts the module in `ReplicatedStorage.ImGui` and the example LocalScript in `StarterPlayerScripts`.
+1 -1
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@@ -113,7 +113,7 @@ The Style Editor (`ImGui.ShowStyleEditor()`) and the Metrics/Debugger (`ImGui.Sh
### Getting Started & Integration (Roblox)
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/[email protected].2"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
With [Wally](https://wally.run) ([4dbug/imgui-luau](https://wally.run/package/4dbug/imgui-luau)): add `ImGui = "4dbug/[email protected].3"` under `[dependencies]` in your `wally.toml`, run `wally install`, then `require(ReplicatedStorage.Packages.ImGui)`. Or from source:
1. Build the module: `python3 tools/bundle.py` writes `build/ImGui.luau` (`--no-demo` leaves the demo out) and `build/ImGuiTyped.luau`, a small typed entry module (Luau types for the public `ImGui.*` API, `ImVec2`/`ImVec4` and the flag enums) that requires `build/ImGui.luau` as its child `Impl`. The Wally package and the Rojo projects use that layout, so you get autocomplete and type errors in `--!strict` scripts. The single-file `ImGui.luau` also works on its own, just untyped.
2. Sync with [Rojo](https://rojo.space): [`default.project.json`](default.project.json) puts the module in `ReplicatedStorage.ImGui` and the example LocalScript in `StarterPlayerScripts`.
+13 -1
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@@ -862,7 +862,8 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
end
if rate > 0 then
local now = os.clock()
if now + 0.002 < bd.NextRender then table.clear(bd.Overlays); PE(); return end
-- Skipped: kept pending, so if no new frame comes (the app stopped rendering) Heartbeat still draws it
if now + 0.002 < bd.NextRender then bd.Pending = draw_data; PE(); return end
bd.NextRender = math.max(bd.NextRender + 1 / rate, now)
end
@@ -1129,6 +1130,16 @@ function ImGui_ImplRoblox_Init(parent, render_scale)
bd.PendingChars = {}
-- Render rate cap trailing edge: the last frame submitted is always drawn, even if it was skipped and the app
-- then stopped calling NewFrame (e.g. it rendered one empty frame to hide its windows)
connect(game:GetService("RunService").Heartbeat, function()
local d = bd.Pending
if d and os.clock() + 0.002 >= bd.NextRender then
bd.Pending = nil
ImGui_ImplRoblox_RenderDrawData(d)
end
end)
connect(UserInputService.WindowFocused, function() ImGui.GetIO():AddFocusEvent(true) end)
connect(UserInputService.WindowFocusReleased, function() ImGui.GetIO():AddFocusEvent(false) end)
end
@@ -1188,6 +1199,7 @@ function ImGui_ImplRoblox_NewFrame()
PB("ImGui NewFrame (backend)")
local io = ImGui.GetIO()
local bd = ImGui_ImplRoblox_GetBackendData()
if bd.Pending then bd.Pending = nil; table.clear(bd.Overlays) end -- skipped frame superseded (its draw lists get reset)
local screen = bd.Gui.AbsoluteSize
local w, h = floor(screen.X * bd.Scale), floor(screen.Y * bd.Scale)
+1 -1
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@@ -1 +1 @@
[[12, "imgui.lua"], [18510, "imgui_demo.lua"], [25795, "imgui_draw.lua"], [31033, "imgui_h.lua"], [33231, "imgui_impl_roblox.lua"], [34571, "imgui_impl_roblox_fonts.lua"], [40974, "imgui_internal.lua"], [44150, "imgui_tables.lua"], [48497, "imgui_widgets.lua"], [58252, "imstb_rectpack.lua"], [58698, "imstb_textedit.lua"], [59939, "imstb_truetype.lua"], [62407, "imstd_minstdio.lua"]]
[[12, "imgui.lua"], [18514, "imgui_demo.lua"], [25799, "imgui_draw.lua"], [31037, "imgui_h.lua"], [33235, "imgui_impl_roblox.lua"], [34587, "imgui_impl_roblox_fonts.lua"], [40990, "imgui_internal.lua"], [44166, "imgui_tables.lua"], [48513, "imgui_widgets.lua"], [58268, "imstb_rectpack.lua"], [58714, "imstb_textedit.lua"], [59955, "imstb_truetype.lua"], [62423, "imstd_minstdio.lua"]]
+18 -2
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@@ -8637,9 +8637,13 @@ local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_high
end
if override_alpha then
bg_col = bit32.band(bg_col, bit32.bnot(IM_COL32_A_MASK)) or bit32.lshift(IM_F32_TO_INT8_SAT(alpha), IM_COL32_A_SHIFT)
bg_col = bit32.bor(bit32.band(bg_col, bit32.bnot(IM_COL32_A_MASK)), bit32.lshift(IM_F32_TO_INT8_SAT(alpha), IM_COL32_A_SHIFT))
end
-- Render, for docked windows and host windows we ensure BG goes before decorations
if window.DockIsActive then window.DockNode.LastBgColor = bg_col end
if bit32.band(flags, ImGuiWindowFlags.DockNodeHost) ~= 0 then bg_col = 0 end
if bit32.band(bg_col, IM_COL32_A_MASK) ~= 0 then
local bg_rect = ImRect(window.Pos + ImVec2(0, window.TitleBarHeight), window.Pos + window.Size)
local bg_rounding_flags
@@ -34092,7 +34096,8 @@ function ImGui_ImplRoblox_RenderDrawData(draw_data)
end
if rate > 0 then
local now = os.clock()
if now + 0.002 < bd.NextRender then table.clear(bd.Overlays); PE(); return end
-- Skipped: kept pending, so if no new frame comes (the app stopped rendering) Heartbeat still draws it
if now + 0.002 < bd.NextRender then bd.Pending = draw_data; PE(); return end
bd.NextRender = math.max(bd.NextRender + 1 / rate, now)
end
@@ -34359,6 +34364,16 @@ function ImGui_ImplRoblox_Init(parent, render_scale)
bd.PendingChars = {}
-- Render rate cap trailing edge: the last frame submitted is always drawn, even if it was skipped and the app
-- then stopped calling NewFrame (e.g. it rendered one empty frame to hide its windows)
connect(game:GetService("RunService").Heartbeat, function()
local d = bd.Pending
if d and os.clock() + 0.002 >= bd.NextRender then
bd.Pending = nil
ImGui_ImplRoblox_RenderDrawData(d)
end
end)
connect(UserInputService.WindowFocused, function() ImGui.GetIO():AddFocusEvent(true) end)
connect(UserInputService.WindowFocusReleased, function() ImGui.GetIO():AddFocusEvent(false) end)
end
@@ -34418,6 +34433,7 @@ function ImGui_ImplRoblox_NewFrame()
PB("ImGui NewFrame (backend)")
local io = ImGui.GetIO()
local bd = ImGui_ImplRoblox_GetBackendData()
if bd.Pending then bd.Pending = nil; table.clear(bd.Overlays) end -- skipped frame superseded (its draw lists get reset)
local screen = bd.Gui.AbsoluteSize
local w, h = floor(screen.X * bd.Scale), floor(screen.Y * bd.Scale)
+5 -1
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@@ -8626,9 +8626,13 @@ local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_high
end
if override_alpha then
bg_col = bit32.band(bg_col, bit32.bnot(IM_COL32_A_MASK)) or bit32.lshift(IM_F32_TO_INT8_SAT(alpha), IM_COL32_A_SHIFT)
bg_col = bit32.bor(bit32.band(bg_col, bit32.bnot(IM_COL32_A_MASK)), bit32.lshift(IM_F32_TO_INT8_SAT(alpha), IM_COL32_A_SHIFT))
end
-- Render, for docked windows and host windows we ensure BG goes before decorations
if window.DockIsActive then window.DockNode.LastBgColor = bg_col end
if bit32.band(flags, ImGuiWindowFlags.DockNodeHost) ~= 0 then bg_col = 0 end
if bit32.band(bg_col, IM_COL32_A_MASK) ~= 0 then
local bg_rect = ImRect(window.Pos + ImVec2(0, window.TitleBarHeight), window.Pos + window.Size)
local bg_rounding_flags
+68
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@@ -0,0 +1,68 @@
-- Docked windows (floating split node) stop being submitted: the host lingers one frame, its bodies must be filled
-- with the windows' bg colour (node.LastBgColor), not white, and everything must be gone within a few frames.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
local ImGui, ImVec2 = G.ImGui, G.ImVec2
ImGui.CreateContext()
local io = ImGui.GetIO()
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.DockingEnable)
G.ImGui_ImplRoblox.Init()
local frame, closed_at, done = 0, 31, false
RunService.Stepped:Connect(function()
if done then return end
frame += 1
G.ImGui_ImplRoblox.NewFrame()
ImGui.NewFrame()
if frame == 2 then
local id = ImGui.GetID("floating")
ImGui.DockBuilderRemoveNode(id)
ImGui.DockBuilderAddNode(id, 0)
ImGui.DockBuilderSetNodePos(id, ImVec2(100, 100))
ImGui.DockBuilderSetNodeSize(id, ImVec2(600, 400))
local left, right = ImGui.DockBuilderSplitNode(id, G.ImGuiDir.Left, 0.5)
ImGui.DockBuilderDockWindow("A", left)
ImGui.DockBuilderDockWindow("B", right)
ImGui.DockBuilderFinish(id)
end
if frame < closed_at then
for _, n in { "A", "B" } do
if ImGui.Begin(n) then ImGui.Text("window " .. n) end
ImGui.End()
end
end
if frame == closed_at - 1 then
local a, b = ImGui.FindWindowByName("A"), ImGui.FindWindowByName("B")
assert(a.DockNode and b.DockNode and a.DockNode ~= b.DockNode and a.DockNode.HostWindow, "A, B docked side by side")
end
ImGui.Render()
local dd = ImGui.GetDrawData()
if frame >= closed_at then
for _, dl in dd.CmdLists:iter() do
-- white vertices spanning a big area = a white body fill (white text glyphs are small)
local vb, x0, y0, x1, y1 = dl.VtxBuffer.Buf, math.huge, math.huge, -math.huge, -math.huge
for _, pcmd in dl.CmdBuffer:iter() do
for i = pcmd.IdxOffset + 1, pcmd.IdxOffset + pcmd.ElemCount do
local o = (pcmd.VtxOffset + dl.IdxBuffer.Data[i] - 1) * G.VTX_STRIDE
if buffer.readu32(vb, o + 32) == 0xFFFFFFFF then
local x, y = buffer.readf64(vb, o), buffer.readf64(vb, o + 8)
x0, y0, x1, y1 = math.min(x0, x), math.min(y0, y), math.max(x1, x), math.max(y1, y)
end
end
end
assert(not (x1 - x0 > 100 and y1 - y0 > 100), "white fill on frame " .. frame)
end
if dd.TotalVtxCount == 0 then
G.ImGui_ImplRoblox.RenderDrawData(dd)
for _, set in io.BackendPlatformUserData.Layers do
for kind = 1, 3 do assert(not (set[kind] and set[kind].Visible), "backend layer still visible after close") end
end
print("DOCK CLOSE OK after", frame - closed_at + 1, "frames")
done = true
return
else
assert(frame < closed_at + 3, "docked windows still drawn " .. (frame - closed_at + 1) .. " frames after close")
end
end
G.ImGui_ImplRoblox.RenderDrawData(dd)
end)
+1 -1
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@@ -1,6 +1,6 @@
[package]
name = "4dbug/imgui-luau"
version = "0.1.2"
version = "0.1.3"
registry = "https://github.com/UpliftGames/wally-index"
realm = "shared"
license = "MIT"