commit 7382a8ed3623bd7013839f560c40a52f25bb754a Author: meli <57847713+ff-meli@users.noreply.github.com> Date: Tue Apr 28 13:21:51 2020 -0700 Initial simple sample plugin and associated UI testbed diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..7990fe7 --- /dev/null +++ b/.gitignore @@ -0,0 +1,4 @@ +.vs/ +obj/ +bin/ +*.user \ No newline at end of file diff --git a/Data/NotoSansCJKjp-Medium.otf b/Data/NotoSansCJKjp-Medium.otf new file mode 100644 index 0000000..ba41937 Binary files /dev/null and b/Data/NotoSansCJKjp-Medium.otf differ diff --git a/Data/gamesym.ttf b/Data/gamesym.ttf new file mode 100644 index 0000000..8bfc546 Binary files /dev/null and b/Data/gamesym.ttf differ diff --git a/Data/goat.png b/Data/goat.png new file mode 100644 index 0000000..4ca06ac Binary files /dev/null and b/Data/goat.png differ diff --git a/Data/samplePlugin.json b/Data/samplePlugin.json new file mode 100644 index 0000000..b287019 --- /dev/null +++ b/Data/samplePlugin.json @@ -0,0 +1,9 @@ +{ + "Author": "your name here", + "Name": "Sample Plugin", + "Description": "A simple description that shows up in /xlplugins. List any major slash-command(s).", + "InternalName": "samplePlugin", + "AssemblyVersion": "1.0.0.0", + "RepoUrl": "https://github.com/yourName/yourRepo", + "ApplicableVersion": "any" +} diff --git a/SamplePlugin.sln b/SamplePlugin.sln new file mode 100644 index 0000000..d1e8332 --- /dev/null +++ b/SamplePlugin.sln @@ -0,0 +1,31 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.29709.97 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SamplePlugin", "SamplePlugin\SamplePlugin.csproj", "{13C812E9-0D42-4B95-8646-40EEBF30636F}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UIDev", "UIDev\UIDev.csproj", "{4FEC9558-EB25-419F-B86E-51B8CFDA32B7}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {13C812E9-0D42-4B95-8646-40EEBF30636F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {13C812E9-0D42-4B95-8646-40EEBF30636F}.Debug|Any CPU.Build.0 = Debug|Any CPU + {13C812E9-0D42-4B95-8646-40EEBF30636F}.Release|Any CPU.ActiveCfg = Release|Any CPU + {13C812E9-0D42-4B95-8646-40EEBF30636F}.Release|Any CPU.Build.0 = Release|Any CPU + {4FEC9558-EB25-419F-B86E-51B8CFDA32B7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {4FEC9558-EB25-419F-B86E-51B8CFDA32B7}.Debug|Any CPU.Build.0 = Debug|Any CPU + {4FEC9558-EB25-419F-B86E-51B8CFDA32B7}.Release|Any CPU.ActiveCfg = Release|Any CPU + {4FEC9558-EB25-419F-B86E-51B8CFDA32B7}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {B17E85B1-5F60-4440-9F9A-3DDE877E8CDF} + EndGlobalSection +EndGlobal diff --git a/SamplePlugin/Configuration.cs b/SamplePlugin/Configuration.cs new file mode 100644 index 0000000..954de16 --- /dev/null +++ b/SamplePlugin/Configuration.cs @@ -0,0 +1,29 @@ +using Dalamud.Configuration; +using Dalamud.Plugin; +using System; + +namespace SamplePlugin +{ + [Serializable] + public class Configuration : IPluginConfiguration + { + public int Version { get; set; } = 0; + + public bool SomePropertyToBeSavedAndWithADefault { get; set; } = true; + + // the below exist just to make saving less cumbersome + + [NonSerialized] + private DalamudPluginInterface pluginInterface; + + public void Initialize(DalamudPluginInterface pluginInterface) + { + this.pluginInterface = pluginInterface; + } + + public void Save() + { + this.pluginInterface.SavePluginConfig(this); + } + } +} diff --git a/SamplePlugin/Plugin.cs b/SamplePlugin/Plugin.cs new file mode 100644 index 0000000..97827b4 --- /dev/null +++ b/SamplePlugin/Plugin.cs @@ -0,0 +1,64 @@ +using Dalamud.Game.Command; +using Dalamud.Plugin; +using System; +using System.IO; +using System.Reflection; + +namespace SamplePlugin +{ + public class Plugin : IDalamudPlugin + { + public string Name => "Sample Plugin"; + + private const string commandName = "/pmycommand"; + + private DalamudPluginInterface pi; + private Configuration configuration; + private PluginUI ui; + + public void Initialize(DalamudPluginInterface pluginInterface) + { + this.pi = pluginInterface; + + this.configuration = this.pi.GetPluginConfig() as Configuration ?? new Configuration(); + this.configuration.Initialize(this.pi); + + // you might normally want to embed resources and load them from the manifest stream + var imagePath = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), @"goat.png"); + var goatImage = this.pi.UiBuilder.LoadImage(imagePath); + this.ui = new PluginUI(this.configuration, goatImage); + + this.pi.CommandManager.AddHandler(commandName, new CommandInfo(OnCommand) + { + HelpMessage = "A useful message to display in /xlhelp" + }); + + this.pi.UiBuilder.OnBuildUi += DrawUI; + this.pi.UiBuilder.OnOpenConfigUi += (sender, args) => DrawConfigUI(); + } + + public void Dispose() + { + this.ui.Dispose(); + + this.pi.CommandManager.RemoveHandler(commandName); + this.pi.Dispose(); + } + + private void OnCommand(string command, string args) + { + // in response to the slash command, just display our main ui + this.ui.Visible = true; + } + + private void DrawUI() + { + this.ui.Draw(); + } + + private void DrawConfigUI() + { + this.ui.SettingsVisible = true; + } + } +} diff --git a/SamplePlugin/PluginUI.cs b/SamplePlugin/PluginUI.cs new file mode 100644 index 0000000..f078807 --- /dev/null +++ b/SamplePlugin/PluginUI.cs @@ -0,0 +1,106 @@ +using ImGuiNET; +using System; +using System.Numerics; + +namespace SamplePlugin +{ + // It is good to have this be disposable in general, in case you ever need it + // to do any cleanup + class PluginUI : IDisposable + { + private Configuration configuration; + + private ImGuiScene.TextureWrap goatImage; + + // this extra bool exists for ImGui, since you can't ref a property + private bool visible = false; + public bool Visible + { + get { return this.visible; } + set { this.visible = value; } + } + + private bool settingsVisible = false; + public bool SettingsVisible + { + get { return this.settingsVisible; } + set { this.settingsVisible = value; } + } + + // passing in the image here just for simplicity + public PluginUI(Configuration configuration, ImGuiScene.TextureWrap goatImage) + { + this.configuration = configuration; + this.goatImage = goatImage; + } + + public void Dispose() + { + this.goatImage.Dispose(); + } + + public void Draw() + { + // This is our only draw handler attached to UIBuilder, so it needs to be + // able to draw any windows we might have open. + // Each method checks its own visibility/state to ensure it only draws when + // it actually makes sense. + // There are other ways to do this, but it is generally best to keep the number of + // draw delegates as low as possible. + + DrawMainWindow(); + DrawSettingsWindow(); + } + + public void DrawMainWindow() + { + if (!Visible) + { + return; + } + + ImGui.SetNextWindowSize(new Vector2(375, 330), ImGuiCond.FirstUseEver); + ImGui.SetNextWindowSizeConstraints(new Vector2(375, 330), new Vector2(float.MaxValue, float.MaxValue)); + if (ImGui.Begin("My Amazing Window", ref this.visible, ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse)) + { + ImGui.Text($"The random config bool is {this.configuration.SomePropertyToBeSavedAndWithADefault}"); + + if (ImGui.Button("Show Settings")) + { + SettingsVisible = true; + } + + ImGui.Spacing(); + + ImGui.Text("Have a goat:"); + ImGui.Indent(55); + ImGui.Image(this.goatImage.ImGuiHandle, new Vector2(this.goatImage.Width, this.goatImage.Height)); + ImGui.Unindent(55); + } + ImGui.End(); + } + + public void DrawSettingsWindow() + { + if (!SettingsVisible) + { + return; + } + + ImGui.SetNextWindowSize(new Vector2(232, 75), ImGuiCond.Always); + if (ImGui.Begin("A Wonderful Configuration Window", ref this.settingsVisible, + ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse)) + { + // can't ref a property, so use a local copy + var configValue = this.configuration.SomePropertyToBeSavedAndWithADefault; + if (ImGui.Checkbox("Random Config Bool", ref configValue)) + { + this.configuration.SomePropertyToBeSavedAndWithADefault = configValue; + // can save immediately on change, if you don't want to provide a "Save and Close" button + this.configuration.Save(); + } + } + ImGui.End(); + } + } +} diff --git a/SamplePlugin/Properties/AssemblyInfo.cs b/SamplePlugin/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..8c14100 --- /dev/null +++ b/SamplePlugin/Properties/AssemblyInfo.cs @@ -0,0 +1,36 @@ +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("samplePlugin")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("SamplePlugin")] +[assembly: AssemblyCopyright("Copyright © 2020")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("13c812e9-0d42-4b95-8646-40eebf30636f")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Build and Revision Numbers +// by using the '*' as shown below: +// [assembly: AssemblyVersion("1.0.*")] +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/SamplePlugin/SamplePlugin.csproj b/SamplePlugin/SamplePlugin.csproj new file mode 100644 index 0000000..16494c8 --- /dev/null +++ b/SamplePlugin/SamplePlugin.csproj @@ -0,0 +1,72 @@ + + + + + Debug + AnyCPU + {13C812E9-0D42-4B95-8646-40EEBF30636F} + Library + Properties + SamplePlugin + samplePlugin + v4.7.2 + 512 + true + + + true + full + false + bin\Debug\ + DEBUG;TRACE + prompt + 4 + + + pdbonly + true + bin\Release\ + TRACE + prompt + 4 + + + + ..\..\Dalamud\Dalamud\bin\Release\Dalamud.dll + False + + + ..\..\Dalamud\Dalamud\bin\Release\ImGui.NET.dll + False + + + ..\..\Dalamud\Dalamud\bin\Release\ImGuiScene.dll + False + + + + + + + + + + + + + + + + + + + + PreserveNewest + + + PreserveNewest + false + + + + \ No newline at end of file diff --git a/UIDev/App.config b/UIDev/App.config new file mode 100644 index 0000000..56efbc7 --- /dev/null +++ b/UIDev/App.config @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/UIDev/Framework/IPluginUIMock.cs b/UIDev/Framework/IPluginUIMock.cs new file mode 100644 index 0000000..6f356cd --- /dev/null +++ b/UIDev/Framework/IPluginUIMock.cs @@ -0,0 +1,10 @@ +using ImGuiScene; +using System; + +namespace UIDev +{ + interface IPluginUIMock : IDisposable + { + void Initialize(SimpleImGuiScene scene); + } +} diff --git a/UIDev/Framework/UIBootstrap.cs b/UIDev/Framework/UIBootstrap.cs new file mode 100644 index 0000000..6de0014 --- /dev/null +++ b/UIDev/Framework/UIBootstrap.cs @@ -0,0 +1,100 @@ +using ImGuiNET; +using ImGuiScene; +using System; +using System.Numerics; +using System.Runtime.InteropServices; +using static SDL2.SDL; + +namespace UIDev +{ + class UIBootstrap + { + public static unsafe void Inititalize(IPluginUIMock pluginUI) + { + // you can edit this if you want more control over things + // mainly if you want a regular window instead of transparent overlay + // Typically you don't want to change any colors here if you keep the fullscreen overlay + using (var scene = new SimpleImGuiScene(RendererFactory.RendererBackend.DirectX11, new WindowCreateInfo + { + Title = "UI Test", + Fullscreen = true, + TransparentColor = new float[] { 0, 0, 0 }, + })) + { + // the background color of your window - typically don't change this for fullscreen overlays + scene.Renderer.ClearColor = new Vector4(0, 0, 0, 0); + + // this just makes the application quit if you hit escape + scene.Window.OnSDLEvent += (ref SDL_Event sdlEvent) => + { + if (sdlEvent.type == SDL_EventType.SDL_KEYDOWN && sdlEvent.key.keysym.scancode == SDL_Scancode.SDL_SCANCODE_ESCAPE) + { + scene.ShouldQuit = true; + } + }; + + // all of this is taken straight from dalamud + + ImFontConfigPtr fontConfig = ImGuiNative.ImFontConfig_ImFontConfig(); + fontConfig.MergeMode = true; + fontConfig.PixelSnapH = true; + + var fontPathJp = @"NotoSansCJKjp-Medium.otf"; + ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathJp, 17.0f, null, ImGui.GetIO().Fonts.GetGlyphRangesJapanese()); + + var fontPathGame = @"gamesym.ttf"; + + var rangeHandle = GCHandle.Alloc(new ushort[] + { + 0xE020, + 0xE0DB, + 0 + }, GCHandleType.Pinned); + + + ImGui.GetIO().Fonts.AddFontFromFileTTF(fontPathGame, 17.0f, fontConfig, rangeHandle.AddrOfPinnedObject()); + + ImGui.GetIO().Fonts.Build(); + + fontConfig.Destroy(); + rangeHandle.Free(); + + + ImGui.GetStyle().GrabRounding = 3f; + ImGui.GetStyle().FrameRounding = 4f; + ImGui.GetStyle().WindowRounding = 4f; + ImGui.GetStyle().WindowBorderSize = 0f; + ImGui.GetStyle().WindowMenuButtonPosition = ImGuiDir.Right; + ImGui.GetStyle().ScrollbarSize = 16f; + + ImGui.GetStyle().Colors[(int)ImGuiCol.WindowBg] = new Vector4(0.06f, 0.06f, 0.06f, 0.87f); + ImGui.GetStyle().Colors[(int)ImGuiCol.FrameBg] = new Vector4(0.29f, 0.29f, 0.29f, 0.54f); + ImGui.GetStyle().Colors[(int)ImGuiCol.FrameBgHovered] = new Vector4(0.54f, 0.54f, 0.54f, 0.40f); + ImGui.GetStyle().Colors[(int)ImGuiCol.FrameBgActive] = new Vector4(0.64f, 0.64f, 0.64f, 0.67f); + ImGui.GetStyle().Colors[(int)ImGuiCol.TitleBgActive] = new Vector4(0.29f, 0.29f, 0.29f, 1.00f); + ImGui.GetStyle().Colors[(int)ImGuiCol.CheckMark] = new Vector4(0.86f, 0.86f, 0.86f, 1.00f); + ImGui.GetStyle().Colors[(int)ImGuiCol.SliderGrab] = new Vector4(0.54f, 0.54f, 0.54f, 1.00f); + ImGui.GetStyle().Colors[(int)ImGuiCol.SliderGrabActive] = new Vector4(0.67f, 0.67f, 0.67f, 1.00f); + ImGui.GetStyle().Colors[(int)ImGuiCol.Button] = new Vector4(0.71f, 0.71f, 0.71f, 0.40f); + ImGui.GetStyle().Colors[(int)ImGuiCol.ButtonHovered] = new Vector4(0.47f, 0.47f, 0.47f, 1.00f); + ImGui.GetStyle().Colors[(int)ImGuiCol.ButtonActive] = new Vector4(0.74f, 0.74f, 0.74f, 1.00f); + ImGui.GetStyle().Colors[(int)ImGuiCol.Header] = new Vector4(0.59f, 0.59f, 0.59f, 0.31f); + ImGui.GetStyle().Colors[(int)ImGuiCol.HeaderHovered] = new Vector4(0.50f, 0.50f, 0.50f, 0.80f); + ImGui.GetStyle().Colors[(int)ImGuiCol.HeaderActive] = new Vector4(0.60f, 0.60f, 0.60f, 1.00f); + ImGui.GetStyle().Colors[(int)ImGuiCol.ResizeGrip] = new Vector4(0.79f, 0.79f, 0.79f, 0.25f); + ImGui.GetStyle().Colors[(int)ImGuiCol.ResizeGripHovered] = new Vector4(0.78f, 0.78f, 0.78f, 0.67f); + ImGui.GetStyle().Colors[(int)ImGuiCol.ResizeGripActive] = new Vector4(0.88f, 0.88f, 0.88f, 0.95f); + ImGui.GetStyle().Colors[(int)ImGuiCol.Tab] = new Vector4(0.23f, 0.23f, 0.23f, 0.86f); + ImGui.GetStyle().Colors[(int)ImGuiCol.TabHovered] = new Vector4(0.71f, 0.71f, 0.71f, 0.80f); + ImGui.GetStyle().Colors[(int)ImGuiCol.TabActive] = new Vector4(0.36f, 0.36f, 0.36f, 1.00f); + // end dalamud copy + + pluginUI.Initialize(scene); + + scene.Run(); + + pluginUI.Dispose(); + } + } + } +} diff --git a/UIDev/Properties/AssemblyInfo.cs b/UIDev/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..b25f720 --- /dev/null +++ b/UIDev/Properties/AssemblyInfo.cs @@ -0,0 +1,36 @@ +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("UIDev")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("UIDev")] +[assembly: AssemblyCopyright("Copyright © 2020")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("4fec9558-eb25-419f-b86e-51b8cfda32b7")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Build and Revision Numbers +// by using the '*' as shown below: +// [assembly: AssemblyVersion("1.0.*")] +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/UIDev/UIDev.csproj b/UIDev/UIDev.csproj new file mode 100644 index 0000000..0deaf02 --- /dev/null +++ b/UIDev/UIDev.csproj @@ -0,0 +1,110 @@ + + + + + Debug + AnyCPU + {4FEC9558-EB25-419F-B86E-51B8CFDA32B7} + Exe + UIDev + UIDev + v4.7.2 + 512 + true + true + publish\ + true + Disk + false + Foreground + 7 + Days + false + false + true + 0 + 1.0.0.%2a + false + false + true + + + AnyCPU + true + full + false + bin\Debug\ + DEBUG;TRACE + prompt + 4 + false + true + + + AnyCPU + pdbonly + true + bin\Release\ + TRACE + prompt + 4 + false + true + + + + ..\..\Dalamud\Dalamud\bin\Release\ImGui.NET.dll + + + ..\..\Dalamud\Dalamud\bin\Release\ImGuiScene.dll + + + ..\..\Dalamud\Dalamud\bin\Release\SDL2-CS.dll + + + + + + + + + + + + + + + + + + + + + + + PreserveNewest + false + + + PreserveNewest + false + + + PreserveNewest + false + + + + + False + Microsoft .NET Framework 4.7.2 %28x86 and x64%29 + true + + + False + .NET Framework 3.5 SP1 + false + + + + \ No newline at end of file diff --git a/UIDev/UITest.cs b/UIDev/UITest.cs new file mode 100644 index 0000000..a42d042 --- /dev/null +++ b/UIDev/UITest.cs @@ -0,0 +1,122 @@ +using ImGuiNET; +using ImGuiScene; +using System; +using System.Numerics; + +namespace UIDev +{ + class UITest : IPluginUIMock + { + public static void Main(string[] args) + { + UIBootstrap.Inititalize(new UITest()); + } + + private TextureWrap goatImage; + private SimpleImGuiScene scene; + + public void Initialize(SimpleImGuiScene scene) + { + // scene is a little different from what you have access to in dalamud + // but it can accomplish the same things, and is really only used for initial setup here + + // eg, to load an image resource for use with ImGui + this.goatImage = scene.LoadImage(@"goat.png"); + + scene.OnBuildUI += Draw; + + this.Visible = true; + + // saving this only so we can kill the test application by closing the window + // (instead of just by hitting escape) + this.scene = scene; + } + + public void Dispose() + { + this.goatImage.Dispose(); + } + + // You COULD go all out here and make your UI generic and work on interfaces etc, and then + // mock dependencies and conceivably use exactly the same class in this testbed and the actual plugin + // That is, however, a bit excessive in general - it could easily be done for this sample, but I + // don't want to imply that is easy or the best way to go usually, so it's not done here either + private void Draw() + { + DrawMainWindow(); + DrawSettingsWindow(); + + if (!Visible) + { + this.scene.ShouldQuit = true; + } + } + + #region Nearly a copy/paste of PluginUI + private bool visible = false; + public bool Visible + { + get { return this.visible; } + set { this.visible = value; } + } + + private bool settingsVisible = false; + public bool SettingsVisible + { + get { return this.settingsVisible; } + set { this.settingsVisible = value; } + } + + // this is where you'd have to start mocking objects if you really want to match + // but for simple UI creation purposes, just hardcoding values works + private bool fakeConfigBool = true; + + public void DrawMainWindow() + { + if (!Visible) + { + return; + } + + ImGui.SetNextWindowSize(new Vector2(375, 330), ImGuiCond.FirstUseEver); + ImGui.SetNextWindowSizeConstraints(new Vector2(375, 330), new Vector2(float.MaxValue, float.MaxValue)); + if (ImGui.Begin("My Amazing Window", ref this.visible, ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse)) + { + ImGui.Text($"The random config bool is {this.fakeConfigBool}"); + + if (ImGui.Button("Show Settings")) + { + SettingsVisible = true; + } + + ImGui.Spacing(); + + ImGui.Text("Have a goat:"); + ImGui.Indent(55); + ImGui.Image(this.goatImage.ImGuiHandle, new Vector2(this.goatImage.Width, this.goatImage.Height)); + ImGui.Unindent(55); + } + ImGui.End(); + } + + public void DrawSettingsWindow() + { + if (!SettingsVisible) + { + return; + } + + ImGui.SetNextWindowSize(new Vector2(232, 75), ImGuiCond.Always); + if (ImGui.Begin("A Wonderful Configuration Window", ref this.settingsVisible, + ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse)) + { + if (ImGui.Checkbox("Random Config Bool", ref this.fakeConfigBool)) + { + // nothing to do in a fake ui! + } + } + ImGui.End(); + } + #endregion + } +}