--- ImGui Backend for Roblox --- - Renderer: exact software rasterizer (1:1 with imgui's triangles) into 256x256 EditableImage tiles at native --- screen resolution; only tiles whose content changed are redrawn/uploaded (see RenderDrawData). --- - Platform: UserInputService --- - Files: an in-memory file system (VFS), pre-filled with the fonts from imgui_impl_roblox_fonts.lua --- Requires "Allow Mesh / Image APIs" (EditableImage) in game settings. local UserInputService = game:GetService("UserInputService") local Players = game:GetService("Players") local AssetService = game:GetService("AssetService") local floor, ceil, min, max = math.floor, math.ceil, math.min, math.max local readu8, readu32, writeu32, readstring = buffer.readu8, buffer.readu32, buffer.writeu32, buffer.readstring local band, rshift = bit32.band, bit32.rshift local ImGui_ImplRoblox_GetBackendData local ImGui_ImplRoblox_UpdateTexture local ImGui_ImplRoblox_RenderDrawData local ImGui_ImplRoblox_Shutdown local KEY_MAP = {} -- Enum.KeyCode -> ImGuiKey do local names = { Return = "Enter", Escape = "Escape", Backspace = "Backspace", Tab = "Tab", Space = "Space", KeypadEnter = "KeypadEnter", Up = "UpArrow", Down = "DownArrow", Left = "LeftArrow", Right = "RightArrow", Home = "Home", End = "End", PageUp = "PageUp", PageDown = "PageDown", Insert = "Insert", Delete = "Delete", LeftControl = "LeftCtrl", RightControl = "RightCtrl", LeftShift = "LeftShift", RightShift = "RightShift", LeftAlt = "LeftAlt", RightAlt = "RightAlt", LeftSuper = "LeftSuper", RightSuper = "RightSuper", Quote = "Apostrophe", Comma = "Comma", Minus = "Minus", Period = "Period", Slash = "Slash", Semicolon = "Semicolon", Equals = "Equal", LeftBracket = "LeftBracket", BackSlash = "Backslash", RightBracket = "RightBracket", Backquote = "GraveAccent", CapsLock = "CapsLock", KeypadPeriod = "KeypadDecimal", KeypadDivide = "KeypadDivide", KeypadMultiply = "KeypadMultiply", KeypadMinus = "KeypadSubtract", KeypadPlus = "KeypadAdd", KeypadEquals = "KeypadEqual", } local digits = { "Zero", "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine" } for i = 0, 9 do names[digits[i + 1]] = "K" .. i names["Keypad" .. digits[i + 1]] = "Keypad" .. i end for i = 1, 12 do names["F" .. i] = "F" .. i end for c in ("ABCDEFGHIJKLMNOPQRSTUVWXYZ"):gmatch(".") do names[c] = c end for rbx_name, imgui_name in pairs(names) do KEY_MAP[Enum.KeyCode[rbx_name]] = ImGuiKey[imgui_name] end end -- Roblox has no "text input" event, so characters come from KeyCode.Value (ASCII for printable keys) + a US layout shift table. local SHIFTED = { ["1"] = "!", ["2"] = "@", ["3"] = "#", ["4"] = "$", ["5"] = "%", ["6"] = "^", ["7"] = "&", ["8"] = "*", ["9"] = "(", ["0"] = ")", ["-"] = "_", ["="] = "+", ["["] = "{", ["]"] = "}", ["\\"] = "|", [";"] = ":", ["'"] = "\"", [","] = "<", ["."] = ">", ["/"] = "?", ["`"] = "~", } local MOUSE_BUTTONS = { [Enum.UserInputType.MouseButton1] = 0, -- ImGuiMouseButton.Left [Enum.UserInputType.MouseButton2] = 1, -- ImGuiMouseButton.Right [Enum.UserInputType.MouseButton3] = 2, -- ImGuiMouseButton.Middle } --- @return boolean ctrl, boolean shift, boolean alt local function ImGui_ImplRoblox_UpdateKeyModifiers() local io = ImGui.GetIO() local K = Enum.KeyCode local ctrl = UserInputService:IsKeyDown(K.LeftControl) or UserInputService:IsKeyDown(K.RightControl) local shift = UserInputService:IsKeyDown(K.LeftShift) or UserInputService:IsKeyDown(K.RightShift) local alt = UserInputService:IsKeyDown(K.LeftAlt) or UserInputService:IsKeyDown(K.RightAlt) io:AddKeyEvent(ImGuiMod_Ctrl, ctrl) io:AddKeyEvent(ImGuiMod_Shift, shift) io:AddKeyEvent(ImGuiMod_Alt, alt) io:AddKeyEvent(ImGuiMod_Super, UserInputService:IsKeyDown(K.LeftSuper) or UserInputService:IsKeyDown(K.RightSuper)) return ctrl, shift, alt end --- @return table? function ImGui_ImplRoblox_GetBackendData() return ImGui.GetCurrentContext() and ImGui.GetIO().BackendPlatformUserData or nil end local function ImGui_ImplRoblox_UpdateMonitors(w, h) local platform_io = ImGui.GetPlatformIO() platform_io.Monitors:resize(0) local imgui_monitor = ImGuiPlatformMonitor() ImVec2_Copy(imgui_monitor.MainSize, ImVec2(w, h)) ImVec2_Copy(imgui_monitor.WorkSize, ImVec2(w, h)) platform_io.Monitors:push_back(imgui_monitor) end --------------------------------------------------------- -- PLATFORM DATA & CALLBACKS --------------------------------------------------------- -- Games can't touch the OS clipboard, so copy/paste only works inside ImGui local clipboard = "" local function ImGui_ImplRoblox_PlatformSetClipboardText(ctx, text) clipboard = text end local function ImGui_ImplRoblox_PlatformGetClipboardText(ctx) return clipboard end --------------------------------------------------------- -- FILE SYSTEM (in-memory, Roblox has no file access) --------------------------------------------------------- local VFS = {} -- path -> string of raw bytes --- Registers a file so ImGui can load it, e.g. ImGui_ImplRoblox.AddFile("fonts/MyFont.ttf", bytes) --- then io.Fonts:AddFontFromFileTTF("fonts/MyFont.ttf", 16) local function ImGui_ImplRoblox_AddFile(path, bytes) VFS[path] = bytes end for path, hex in pairs(IM_INCLUDE("imgui_impl_roblox_fonts.lua")) do VFS[path] = hex:gsub("%s", ""):gsub("%x%x", function(h) return string.char(tonumber(h, 16)) end) end function ImStd.ImFileOpen(filename, mode) local data = VFS[filename] return data and { Data = data, Pos = 0 } or nil end function ImStd.ImFileClose(f) end function ImStd.ImFileGetSize(f) return #f.Data end function ImStd.ImFileRead(f, data, count) local s, pos = f.Data, f.Pos count = min(count, #s - pos) for i = 1, count do data[i] = string.byte(s, pos + i) end f.Pos = pos + count return count end function ImStd.ImFileLoadToMemory(filename, mode) local f = ImStd.ImFileOpen(filename, mode) if not f or #f.Data == 0 then return end local file_data = {} local size = ImStd.ImFileRead(f, file_data, #f.Data) return file_data, size end --------------------------------------------------------- -- TEXTURE MANAGEMENT --------------------------------------------------------- -- Copies a region of ImTextureData pixels (1-based byte table) into our RGBA8 buffer local function CopyTexturePixels(tex, dst, x, y, w, h) local bpp, tex_w = tex.BytesPerPixel, tex.Width for row = 0, h - 1 do local src, src_base = tex:GetPixelsAt(x, y + row) local dst_off = ((y + row) * tex_w + x) * 4 if bpp == 4 then for i = 0, w - 1 do local s = src_base + i * 4 writeu32(dst, dst_off + i * 4, src[s] + src[s + 1] * 256 + src[s + 2] * 65536 + src[s + 3] * 16777216) end else -- Alpha8: white with alpha for i = 0, w - 1 do writeu32(dst, dst_off + i * 4, 16777215 + src[src_base + i] * 16777216) end end end end function ImGui_ImplRoblox_UpdateTexture(tex) local bd = ImGui_ImplRoblox_GetBackendData() if tex.Status == ImTextureStatus.WantCreate then local t = { Buffer = buffer.create(tex.Width * tex.Height * 4), Width = tex.Width, Height = tex.Height } CopyTexturePixels(tex, t.Buffer, 0, 0, tex.Width, tex.Height) bd.TextureCount = bd.TextureCount + 1 bd.Textures[bd.TextureCount] = t tex.BackendUserData = bd.TextureCount tex:SetTexID(bd.TextureCount) tex:SetStatus(ImTextureStatus.OK) elseif tex.Status == ImTextureStatus.WantUpdates then local t = bd.Textures[tex.BackendUserData] IM_ASSERT(t ~= nil) for _, r in tex.Updates:iter() do CopyTexturePixels(tex, t.Buffer, r.x, r.y, r.w, r.h) end tex:SetStatus(ImTextureStatus.OK) elseif tex.Status == ImTextureStatus.WantDestroy then if tex.BackendUserData then bd.Textures[tex.BackendUserData] = nil tex.BackendUserData = nil end tex:SetTexID(ImTextureID_Invalid) tex:SetStatus(ImTextureStatus.Destroyed) end end --------------------------------------------------------- -- RENDERING (software rasterizer into tile buffers) --------------------------------------------------------- -- Buffer layout: 4 bytes per pixel, R G B A, row-major, 0-based offsets. ImU32 colours are already R | G<<8 | B<<16 | A<<24. -- Blending is non-premultiplied "over" with a transparent (alpha 0) background, so the game stays visible behind ImGui. local buf, buf_w -- buffer/width of the tile being drawn local TILE_SIZE -- Vector2, set below -- Blends one pixel (r, g, b, a are 0..255). One u32 read/write, one division in the general case. -- FillSpan below inlines the same math with per-span constants - keep the two in sync. @native local function BlendPixel(o, r, g, b, a) if a >= 255 then writeu32(buf, o, floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + 4278190080) return end if a <= 0 then return end local d = readu32(buf, o) local da = rshift(d, 24) if da == 0 then writeu32(buf, o, floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + floor(a + 0.5) * 16777216) return end local sa = a / 255 local dr, dg, db = band(d, 255), band(rshift(d, 8), 255), band(rshift(d, 16), 255) if da == 255 then local ns = 1 - sa writeu32(buf, o, floor(r * sa + dr * ns + 0.5) + floor(g * sa + dg * ns + 0.5) * 256 + floor(b * sa + db * ns + 0.5) * 65536 + 4278190080) else local k = da * ((1 - sa) / 255) local oa = sa + k local inv = 1 / oa writeu32(buf, o, floor((r * sa + dr * k) * inv + 0.5) + floor((g * sa + dg * k) * inv + 0.5) * 256 + floor((b * sa + db * k) * inv + 0.5) * 65536 + floor(oa * 255 + 0.5) * 16777216) end end -- Fills pixels [x0, x1) of row y with one colour @native local function FillSpan(y, x0, x1, r, g, b, a) if a <= 0 then return end local o0 = (y * buf_w + x0) * 4 local o1 = o0 + (x1 - x0 - 1) * 4 if a >= 255 then local packed = floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + 4278190080 for o = o0, o1, 4 do writeu32(buf, o, packed) end return end local packed0 = floor(r + 0.5) + floor(g + 0.5) * 256 + floor(b + 0.5) * 65536 + floor(a + 0.5) * 16777216 local sa = a / 255 local ns = 1 - sa local c1 = ns / 255 local rs, gs, bs = r * sa, g * sa, b * sa local last_d, last_v = -1, 0 -- UI backgrounds are mostly flat: reuse the previous result for the same destination for o = o0, o1, 4 do local d = readu32(buf, o) local da = rshift(d, 24) if d == last_d then writeu32(buf, o, last_v) elseif da == 0 then writeu32(buf, o, packed0) else last_d = d local dr, dg, db = band(d, 255), band(rshift(d, 8), 255), band(rshift(d, 16), 255) if da == 255 then last_v = floor(rs + dr * ns + 0.5) + floor(gs + dg * ns + 0.5) * 256 + floor(bs + db * ns + 0.5) * 65536 + 4278190080 else local k = da * c1 local oa = sa + k local inv = 1 / oa last_v = floor((rs + dr * k) * inv + 0.5) + floor((gs + dg * k) * inv + 0.5) * 256 + floor((bs + db * k) * inv + 0.5) * 65536 + floor(oa * 255 + 0.5) * 16777216 end writeu32(buf, o, last_v) end end end @native local function UnpackColor(col) return col % 256, floor(col / 256) % 256, floor(col / 65536) % 256, floor(col / 16777216) % 256 end -- Nearest texel at (u, v) as r, g, b, a (0..255) @native local function SampleTexture(t, u, v) local tw, th = t.Width, t.Height local tx, ty = floor(u * tw), floor(v * th) if tx < 0 then tx = 0 elseif tx >= tw then tx = tw - 1 end if ty < 0 then ty = 0 elseif ty >= th then ty = th - 1 end local o = (ty * tw + tx) * 4 local tb = t.Buffer return readu8(tb, o), readu8(tb, o + 1), readu8(tb, o + 2), readu8(tb, o + 3) end -- Axis aligned, single colour quad (rects, glyphs, images). Pixel centers inside [x0, x1) x [y0, y1) are drawn. @native local function DrawRect(x0, y0, x1, y1, u0, v0, u1, v1, col, t, cx0, cy0, cx1, cy1) local r, g, b, a = UnpackColor(col) if a == 0 then return end local px0, py0 = max(ceil(x0 - 0.5), cx0), max(ceil(y0 - 0.5), cy0) local px1, py1 = min(ceil(x1 - 0.5), cx1), min(ceil(y1 - 0.5), cy1) if px0 >= px1 or py0 >= py1 then return end if not t or (u0 == u1 and v0 == v1) then if t then local tr, tg, tb, ta = SampleTexture(t, u0, v0) r, g, b, a = r * tr / 255, g * tg / 255, b * tb / 255, a * ta / 255 end if a <= 0 then return end -- Rows of a flat rect usually blend over identical rows: when this row's destination equals the previous -- row's (exact string compare), the result is identical too, so memcpy the previous row's result. local len = (px1 - px0) * 4 local prev_dst, prev_o = nil, 0 for y = py0, py1 - 1 do local o = (y * buf_w + px0) * 4 if a >= 255 then if prev_dst then buffer.copy(buf, o, buf, prev_o, len) else FillSpan(y, px0, px1, r, g, b, a); prev_dst = true end else local dst = readstring(buf, o, len) if dst == prev_dst then buffer.copy(buf, o, buf, prev_o, len) else FillSpan(y, px0, px1, r, g, b, a) prev_dst = dst end end prev_o = o end return end local du, dv = (u1 - u0) / (x1 - x0), (v1 - v0) / (y1 - y0) local tw, th, tbuf = t.Width, t.Height, t.Buffer local r255, g255, b255, a255 = r / 255, g / 255, b / 255, a / 255 for y = py0, py1 - 1 do local ty = floor((v0 + (y + 0.5 - y0) * dv) * th) if ty < 0 then ty = 0 elseif ty >= th then ty = th - 1 end local trow = ty * tw local o = (y * buf_w + px0) * 4 for x = px0, px1 - 1 do local tx = floor((u0 + (x + 0.5 - x0) * du) * tw) if tx < 0 then tx = 0 elseif tx >= tw then tx = tw - 1 end local to = (trow + tx) * 4 local ta = readu8(tbuf, to + 3) if ta > 0 then BlendPixel(o, readu8(tbuf, to) * r255, readu8(tbuf, to + 1) * g255, readu8(tbuf, to + 2) * b255, ta * a255) end o = o + 4 end end end -- Generic triangle: per-vertex colour + uv, top-left fill rule, clipped to [cx0, cx1) x [cy0, cy1) @native local function DrawTriangle(va, vb, vc, t, cx0, cy0, cx1, cy1, ox, oy) local x0, y0 = va[1][1] - ox, va[1][2] - oy local x1, y1 = vb[1][1] - ox, vb[1][2] - oy local x2, y2 = vc[1][1] - ox, vc[1][2] - oy local area = (x1 - x0) * (y2 - y0) - (y1 - y0) * (x2 - x0) if area == 0 then return end if area < 0 then -- make the winding consistent so "inside" means all edge functions >= 0 vb, vc = vc, vb x1, y1, x2, y2 = x2, y2, x1, y1 area = -area end local minx, maxx = max(floor(min(x0, x1, x2)), cx0), min(ceil(max(x0, x1, x2)), cx1 - 1) local miny, maxy = max(floor(min(y0, y1, y2)), cy0), min(ceil(max(y0, y1, y2)), cy1 - 1) if minx > maxx or miny > maxy then return end -- Edge functions E(p) = A*px + B*py + C, w0 is opposite va, w1 opposite vb, w2 opposite vc local A0, B0 = y1 - y2, x2 - x1; local C0 = -(A0 * x1 + B0 * y1) local A1, B1 = y2 - y0, x0 - x2; local C1 = -(A1 * x2 + B1 * y2) local A2, B2 = y0 - y1, x1 - x0; local C2 = -(A2 * x0 + B2 * y0) local tl0 = A0 > 0 or (A0 == 0 and B0 > 0) local tl1 = A1 > 0 or (A1 == 0 and B1 > 0) local tl2 = A2 > 0 or (A2 == 0 and B2 > 0) local inv = 1 / area local ra, ga, ba, aa = UnpackColor(va[3]) local rb, gb, bb, ab = UnpackColor(vb[3]) local rc, gc, bc, ac = UnpackColor(vc[3]) local ua, vva, ub, vvb, uc, vvc = va[2][1], va[2][2], vb[2][1], vb[2][2], vc[2][1], vc[2][2] local textured = t and not (ua == ub and ua == uc and vva == vvb and vva == vvc) if t and not textured then -- constant uv (e.g. the atlas white pixel): fold the texel into the vertex colours local tr, tg, tb, ta = SampleTexture(t, ua, vva) ra, ga, ba, aa = ra * tr / 255, ga * tg / 255, ba * tb / 255, aa * ta / 255 rb, gb, bb, ab = rb * tr / 255, gb * tg / 255, bb * tb / 255, ab * ta / 255 rc, gc, bc, ac = rc * tr / 255, gc * tg / 255, bc * tb / 255, ac * ta / 255 end local flat = not textured and ra == rb and ra == rc and ga == gb and ga == gc and ba == bb and ba == bc and aa == ab and aa == ac if flat and aa <= 0 then return end for y = miny, maxy do local py = y + 0.5 -- Narrow the x range of this row using the edges (expanded by one pixel, exact test below) local xl, xr = minx, maxx local e0, e1, e2 = B0 * py + C0, B1 * py + C1, B2 * py + C2 if A0 ~= 0 then local xe = -e0 / A0 - 0.5; if A0 > 0 then xl = max(xl, floor(xe)) else xr = min(xr, ceil(xe)) end end if A1 ~= 0 then local xe = -e1 / A1 - 0.5; if A1 > 0 then xl = max(xl, floor(xe)) else xr = min(xr, ceil(xe)) end end if A2 ~= 0 then local xe = -e2 / A2 - 0.5; if A2 > 0 then xl = max(xl, floor(xe)) else xr = min(xr, ceil(xe)) end end local row = y * buf_w for x = xl, xr do local px = x + 0.5 local w0, w1, w2 = A0 * px + e0, A1 * px + e1, A2 * px + e2 if (w0 > 0 or (w0 == 0 and tl0)) and (w1 > 0 or (w1 == 0 and tl1)) and (w2 > 0 or (w2 == 0 and tl2)) then local o = (row + x) * 4 if flat then BlendPixel(o, ra, ga, ba, aa) else w0, w1, w2 = w0 * inv, w1 * inv, w2 * inv local r = w0 * ra + w1 * rb + w2 * rc local g = w0 * ga + w1 * gb + w2 * gc local b = w0 * ba + w1 * bb + w2 * bc local a = w0 * aa + w1 * ab + w2 * ac if textured then local tr, tg, tb, ta = SampleTexture(t, w0 * ua + w1 * ub + w2 * uc, w0 * vva + w1 * vvb + w2 * vvc) r, g, b, a = r * tr / 255, g * tg / 255, b * tb / 255, a * ta / 255 end BlendPixel(o, r, g, b, a) end end end end end -- Quads emitted by PrimRect/PrimRectUV/RenderText use indices (a, b, c, a, c, d) with a=TL, b=TR, c=BR, d=BL. -- When such a quad is axis aligned with one colour it is drawn with the much cheaper DrawRect. @native local function TryDrawRect(va, vb, vc, vd, t, cx0, cy0, cx1, cy1, ox, oy) local pa, pb, pc, pd = va[1], vb[1], vc[1], vd[1] if not (pa[2] == pb[2] and pb[1] == pc[1] and pc[2] == pd[2] and pd[1] == pa[1] and pa[1] < pb[1] and pa[2] < pd[2]) then return false end local col = va[3] if vb[3] ~= col or vc[3] ~= col or vd[3] ~= col then return false end local ta, tb, tc, td = va[2], vb[2], vc[2], vd[2] if not (tb[1] == tc[1] and tb[2] == ta[2] and td[1] == ta[1] and td[2] == tc[2]) then return false end DrawRect(pa[1] - ox, pa[2] - oy, pc[1] - ox, pc[2] - oy, ta[1], ta[2], tc[1], tc[2], col, t, cx0, cy0, cx1, cy1) return true end -- Tiles: the screen is covered by TILE x TILE EditableImages (one ImageLabel each). Every frame each primitive -- (triangle, or axis aligned quad) is hashed into the tiles it touches; only tiles whose hash changed are -- re-rasterized and uploaded. Static UI therefore costs ~nothing to draw, and the result is pixel-identical to a -- full redraw (the hash covers everything that affects a tile's pixels: geometry, uv, colour, texture, clip, order). local TILE = 256 TILE_SIZE = Vector2.new(TILE, TILE) local P1, P2 = 2147483647, 2147483629 -- two independent 31 bit hashes per tile (collision odds ~2^-62) -- Primitive arrays (reused between frames, no per-frame allocation) local pr_a, pr_b, pr_c, pr_d, pr_t = {}, {}, {}, {}, {} -- vertices (pr_d == false -> triangle), texture local pr_cx0, pr_cy0, pr_cx1, pr_cy1 = {}, {}, {}, {} -- clip (screen pixels) @native local function HashVertex(h1, h2, v) local p, u, c = v[1], v[2], v[3] local x, y = p[1], p[2] local uv = u[1] * 8192 + u[2] h1 = (h1 * 48271 + x * 4096 + y) % P1 h1 = (h1 * 48271 + uv * 4096) % P1 h1 = (h1 * 48271 + c) % P1 h2 = (h2 * 16807 + y * 4093 + x) % P2 h2 = (h2 * 16807 + uv * 65521) % P2 h2 = (h2 * 16807 + c) % P2 return h1, h2 end local function GetTile(bd, index, tx, ty) local tile = bd.Tiles[index] if tile then return tile end local img = AssetService:CreateEditableImage({ Size = Vector2.new(TILE, TILE) }) assert(img, "imgui_impl_roblox: EditableImage memory budget exceeded") local label = Instance.new("ImageLabel") label.Name = "Tile" .. index label.BackgroundTransparency = 1 label.BorderSizePixel = 0 local scale = bd.Scale label.Size = UDim2.fromOffset(TILE / scale, TILE / scale) label.Position = UDim2.fromOffset(tx * TILE / scale, ty * TILE / scale) label.ResampleMode = Enum.ResamplerMode.Pixelated label.ImageContent = Content.fromObject(img) label.Visible = false label.Active = bd.TilesActive label.Parent = bd.Gui tile = { Image = img, Label = label, Buffer = buffer.create(TILE * TILE * 4), H1 = -1, H2 = -1, Visible = false } bd.Tiles[index] = tile return tile end local function DestroyTiles(bd) for _, tile in pairs(bd.Tiles) do tile.Label:Destroy(); tile.Image:Destroy() end bd.Tiles = {} end -- MicroProfiler labels, enabled with ImGui_ImplRoblox.SetProfiling(true) local profilebegin, profileend = debug.profilebegin, debug.profileend local profiling = false local function PB(name) if profiling then profilebegin(name) end end local function PE() if profiling then profileend() end end @native function ImGui_ImplRoblox_RenderDrawData(draw_data) local bd = ImGui_ImplRoblox_GetBackendData() PB("ImGui RenderDrawData") PB("ImGui textures") if draw_data.Textures ~= nil then for _, tex in draw_data.Textures:iter() do if tex.Status ~= ImTextureStatus.OK then ImGui_ImplRoblox_UpdateTexture(tex) bd.ForceRedraw = true -- texture contents changed: tiles sampling it must be redrawn end end end PE() -- Render rate cap: textures are always updated (imgui expects it), tiles only at bd.RenderRate Hz if bd.RenderRate > 0 then local now = os.clock() if now + 0.002 < bd.NextRender then PE(); return end bd.NextRender = math.max(bd.NextRender + 1 / bd.RenderRate, now) end local sw, sh = floor(draw_data.DisplaySize.x), floor(draw_data.DisplaySize.y) if sw <= 0 or sh <= 0 then PE(); return end local cols, rows = ceil(sw / TILE), ceil(sh / TILE) if cols ~= bd.TileCols or rows ~= bd.TileRows then DestroyTiles(bd) bd.TileCols, bd.TileRows = cols, rows end local ntiles = cols * rows local ox, oy = draw_data.DisplayPos.x, draw_data.DisplayPos.y -- Per tile: hashes and the list of primitives touching it local th1, th2, tn, tl = bd.TH1, bd.TH2, bd.TN, bd.TL for t = 0, ntiles - 1 do th1[t], th2[t], tn[t] = 0, 0, 0 if not tl[t] then tl[t] = {} end end -- Pass 1: collect primitives, hash them into tiles PB("ImGui tile hash") local n = 0 for _, draw_list in draw_data.CmdLists:iter() do local vtx, idx = draw_list.VtxBuffer.Data, draw_list.IdxBuffer.Data for _, pcmd in draw_list.CmdBuffer:iter() do if pcmd.UserCallback ~= nil then pcmd.UserCallback(draw_list, pcmd) elseif pcmd.ElemCount > 0 then local clip = pcmd.ClipRect local cx0, cy0 = max(floor(clip.x - ox), 0), max(floor(clip.y - oy), 0) local cx1, cy1 = min(floor(clip.z - ox), sw), min(floor(clip.w - oy), sh) if cx1 > cx0 and cy1 > cy0 then local tex_id = pcmd:GetTexID() local t = bd.Textures[tex_id] local ch1 = ((cx0 * 8191 + cy0) * 8191 + cx1) % P1 local ch2 = ((cy1 * 8191 + cx1) * 8191 + cy0 + tex_id) % P2 local vo = pcmd.VtxOffset local i, last = pcmd.IdxOffset + 1, pcmd.IdxOffset + pcmd.ElemCount while i <= last do local ia, ic = idx[i], idx[i + 2] local va, vb, vc = vtx[vo + ia], vtx[vo + idx[i + 1]], vtx[vo + ic] local vd = false local pa, pb, pc = va[1], vb[1], vc[1] local bx0, by0, bx1, by1 if i + 5 <= last and idx[i + 3] == ia and idx[i + 4] == ic then local d = vtx[vo + idx[i + 5]] local pd = d[1] -- axis aligned quad (TL, TR, BR, BL) with one colour and a matching uv rect if pa[2] == pb[2] and pb[1] == pc[1] and pc[2] == pd[2] and pd[1] == pa[1] and pa[1] < pb[1] and pa[2] < pd[2] then local col = va[3] local ta, tb, tc, td = va[2], vb[2], vc[2], d[2] if vb[3] == col and vc[3] == col and d[3] == col and tb[1] == tc[1] and tb[2] == ta[2] and td[1] == ta[1] and td[2] == tc[2] then vd = d bx0, by0 = ceil(pa[1] - ox - 0.5), ceil(pa[2] - oy - 0.5) bx1, by1 = ceil(pc[1] - ox - 0.5), ceil(pc[2] - oy - 0.5) end end end if vd then i = i + 6 else bx0, by0 = floor(min(pa[1], pb[1], pc[1]) - ox), floor(min(pa[2], pb[2], pc[2]) - oy) bx1, by1 = ceil(max(pa[1], pb[1], pc[1]) - ox) + 1, ceil(max(pa[2], pb[2], pc[2]) - oy) + 1 i = i + 3 end if bx0 < cx0 then bx0 = cx0 end if by0 < cy0 then by0 = cy0 end if bx1 > cx1 then bx1 = cx1 end if by1 > cy1 then by1 = cy1 end if bx0 < bx1 and by0 < by1 then n = n + 1 pr_a[n], pr_b[n], pr_c[n], pr_d[n], pr_t[n] = va, vb, vc, vd, t pr_cx0[n], pr_cy0[n], pr_cx1[n], pr_cy1[n] = cx0, cy0, cx1, cy1 local h1, h2 = HashVertex(ch1, ch2, va) h1, h2 = HashVertex(h1, h2, vb) h1, h2 = HashVertex(h1, h2, vc) if vd then h1, h2 = HashVertex(h1, h2, vd) end for ty = floor(by0 / TILE), floor((by1 - 1) / TILE) do for tx = floor(bx0 / TILE), floor((bx1 - 1) / TILE) do local ti = ty * cols + tx local k = tn[ti] + 1 tn[ti] = k tl[ti][k] = n th1[ti] = (th1[ti] * 48271 + h1) % P1 th2[ti] = (th2[ti] * 16807 + h2 + k) % P2 end end end end end end end end PE() -- Pass 2: redraw + upload changed tiles PB("ImGui raster+upload") local force = bd.ForceRedraw bd.ForceRedraw = false for ty = 0, rows - 1 do for tx = 0, cols - 1 do local ti = ty * cols + tx local count = tn[ti] local tile = bd.Tiles[ti] if count == 0 then if tile and tile.Visible then tile.Visible = false tile.Label.Visible = false tile.H1 = -1 end else tile = tile or GetTile(bd, ti, tx, ty) if force or tile.H1 ~= th1[ti] or tile.H2 ~= th2[ti] then tile.H1, tile.H2 = th1[ti], th2[ti] local x0, y0 = tx * TILE, ty * TILE local x1, y1 = x0 + TILE, y0 + TILE buf, buf_w = tile.Buffer, TILE buffer.fill(buf, 0, 0) local list = tl[ti] local tox, toy = ox + x0, oy + y0 for k = 1, count do local p = list[k] local cx0, cy0 = max(pr_cx0[p], x0) - x0, max(pr_cy0[p], y0) - y0 local cx1, cy1 = min(pr_cx1[p], x1) - x0, min(pr_cy1[p], y1) - y0 local va, vc, vd = pr_a[p], pr_c[p], pr_d[p] if vd then local pa, pc, ta, tc = va[1], vc[1], va[2], vc[2] DrawRect(pa[1] - tox, pa[2] - toy, pc[1] - tox, pc[2] - toy, ta[1], ta[2], tc[1], tc[2], va[3], pr_t[p], cx0, cy0, cx1, cy1) else DrawTriangle(va, pr_b[p], vc, pr_t[p], cx0, cy0, cx1, cy1, tox, toy) end end PB("ImGui upload") tile.Image:WritePixelsBuffer(Vector2.zero, TILE_SIZE, buf) PE() end if not tile.Visible then tile.Visible = true tile.Label.Visible = true end end end end -- drop references so old vertex tables can be collected for k = n + 1, bd.LastPrimCount do pr_a[k], pr_b[k], pr_c[k], pr_d[k], pr_t[k] = nil, nil, nil, nil, nil end bd.LastPrimCount = n PE(); PE() end --------------------------------------------------------- -- CORE LIFECYCLE --------------------------------------------------------- --- @param parent Instance? # where the ScreenGui goes, defaults to the local player's PlayerGui --- @param render_scale number? # imgui pixels per Roblox UI point (defaults to 1). Roblox UI points are scaled by the --- # OS display scale, so on a 150% display pass 1.5 to render at physical resolution --- # (imgui then looks the same size as a desktop imgui app). Change later with SetRenderScale(). function ImGui_ImplRoblox_Init(parent, render_scale) local io = ImGui.GetIO() local gui = Instance.new("ScreenGui") gui.Name = "ImGui" gui.IgnoreGuiInset = true -- so GetMouseLocation() and the tiles share the same origin gui.ResetOnSpawn = false gui.DisplayOrder = 1000 gui.Parent = parent or Players.LocalPlayer:WaitForChild("PlayerGui") local bd = { Time = os.clock(), Gui = gui, Connections = {}, Textures = {}, TextureCount = 0, MouseX = -1, MouseY = -1, Tiles = {}, TileCols = 0, TileRows = 0, Scale = render_scale or 1, TilesActive = false, RenderRate = 60, NextRender = 0, TH1 = {}, TH2 = {}, TN = {}, TL = {}, LastPrimCount = 0, ForceRedraw = true, } io.BackendPlatformUserData = bd io.BackendFlags = bit32.bor(io.BackendFlags, ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset) local platform_io = ImGui.GetPlatformIO() platform_io.Platform_SetClipboardTextFn = ImGui_ImplRoblox_PlatformSetClipboardText platform_io.Platform_GetClipboardTextFn = ImGui_ImplRoblox_PlatformGetClipboardText local screen = gui.AbsoluteSize ImGui_ImplRoblox_UpdateMonitors(screen.X, screen.Y) local function connect(signal, fn) table.insert(bd.Connections, signal:Connect(fn)) end connect(UserInputService.InputBegan, function(input, game_processed) local io = ImGui.GetIO() local button = MOUSE_BUTTONS[input.UserInputType] if button then io:AddMouseSourceEvent(ImGuiMouseSource.Mouse) io:AddMouseButtonEvent(button, true) elseif input.UserInputType == Enum.UserInputType.Keyboard and not game_processed then local ctrl, shift, alt = ImGui_ImplRoblox_UpdateKeyModifiers() local key = KEY_MAP[input.KeyCode] if key then io:AddKeyEvent(key, true) end -- Text: printable ASCII keys, skipped while Ctrl/Alt are held (shortcuts) local v = input.KeyCode.Value if v >= 32 and v < 127 and not (ctrl or alt) then local c = string.char(v) if shift then c = SHIFTED[c] or c:upper() end io:AddInputCharacter(string.byte(c)) end end end) connect(UserInputService.InputEnded, function(input, game_processed) local io = ImGui.GetIO() local button = MOUSE_BUTTONS[input.UserInputType] if button then io:AddMouseButtonEvent(button, false) elseif input.UserInputType == Enum.UserInputType.Keyboard then ImGui_ImplRoblox_UpdateKeyModifiers() local key = KEY_MAP[input.KeyCode] if key then io:AddKeyEvent(key, false) end end end) connect(UserInputService.InputChanged, function(input, game_processed) if input.UserInputType == Enum.UserInputType.MouseWheel then ImGui.GetIO():AddMouseWheelEvent(0, input.Position.Z) end end) connect(UserInputService.WindowFocused, function() ImGui.GetIO():AddFocusEvent(true) end) connect(UserInputService.WindowFocusReleased, function() ImGui.GetIO():AddFocusEvent(false) end) end function ImGui_ImplRoblox_Shutdown() local io = ImGui.GetIO() local bd = ImGui_ImplRoblox_GetBackendData() for _, c in ipairs(bd.Connections) do c:Disconnect() end DestroyTiles(bd) bd.Gui:Destroy() io.BackendPlatformUserData = nil io.BackendFlags = bit32.band(io.BackendFlags, bit32.bnot(bit32.bor( ImGuiBackendFlags.RendererHasTextures, ImGuiBackendFlags.RendererHasVtxOffset ))) end function ImGui_ImplRoblox_NewFrame() PB("ImGui NewFrame (backend)") local io = ImGui.GetIO() local bd = ImGui_ImplRoblox_GetBackendData() local screen = bd.Gui.AbsoluteSize local w, h = floor(screen.X * bd.Scale), floor(screen.Y * bd.Scale) if w ~= bd.ScreenW or h ~= bd.ScreenH then bd.ScreenW, bd.ScreenH = w, h ImGui_ImplRoblox_UpdateMonitors(w, h) end ImVec2_CopyV(io.DisplaySize, w, h) local current_time = os.clock() io.DeltaTime = (current_time > bd.Time) and (current_time - bd.Time) or (1.0 / 60.0) bd.Time = current_time local m = UserInputService:GetMouseLocation() if m.X ~= bd.MouseX or m.Y ~= bd.MouseY then bd.MouseX, bd.MouseY = m.X, m.Y io:AddMouseSourceEvent(ImGuiMouseSource.Mouse) io:AddMousePosEvent(m.X * bd.Scale, m.Y * bd.Scale) end -- While the mouse is over imgui, make the tiles Active so Roblox stops passing clicks/wheel to the game (camera zoom etc.) local want = io.WantCaptureMouse if want ~= bd.TilesActive then bd.TilesActive = want for _, tile in pairs(bd.Tiles) do tile.Label.Active = want end end PE() end --- Max tile redraws per second (default 60); 0 = every frame. imgui logic still runs every frame. function ImGui_ImplRoblox_SetRenderRate(hz) ImGui_ImplRoblox_GetBackendData().RenderRate = hz or 0 end --- Toggle MicroProfiler labels (debug.profilebegin) for the backend function ImGui_ImplRoblox_SetProfiling(enabled) profiling = enabled and true or false end local function ImGui_ImplRoblox_IsProfiling() return profiling end function ImGui_ImplRoblox_SetRenderScale(scale) local bd = ImGui_ImplRoblox_GetBackendData() if scale == bd.Scale then return end bd.Scale = scale DestroyTiles(bd) bd.TileCols, bd.TileRows = 0, 0 bd.ForceRedraw = true end ImGui_ImplRoblox = { Init = ImGui_ImplRoblox_Init, Shutdown = ImGui_ImplRoblox_Shutdown, NewFrame = ImGui_ImplRoblox_NewFrame, RenderDrawData = ImGui_ImplRoblox_RenderDrawData, AddFile = ImGui_ImplRoblox_AddFile, SetRenderScale = ImGui_ImplRoblox_SetRenderScale, SetRenderRate = ImGui_ImplRoblox_SetRenderRate, SetProfiling = ImGui_ImplRoblox_SetProfiling, IsProfiling = ImGui_ImplRoblox_IsProfiling, } return true -- [Roblox] ModuleScripts must return exactly one value