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#pragma once
#include "Color.hpp"
#include <imgui.h>
#include <string>
#include <ImGuizmo.h>
// To check whether a payload is of this type, use starts_with()
#define BRUSSEL_TAG_PREFIX_GameObject "GameObject"
#define BRUSSEL_TAG_PREFIX_Ires "Ires"
namespace ImGui {
const char* GetKeyNameGlfw(int key);
void SetNextWindowSizeRelScreen(float xPercent, float yPercent, ImGuiCond cond = ImGuiCond_None);
void SetNextWindowCentered(ImGuiCond cond = ImGuiCond_None);
void PushDisabled();
void PopDisabled();
bool Button(const char* label, bool disabled);
bool Button(const char* label, const ImVec2& sizeArg, bool disabled);
bool ColorEdit3(const char* label, RgbaColor* color, ImGuiColorEditFlags flags = 0);
bool ColorEdit4(const char* label, RgbaColor* color, ImGuiColorEditFlags flags = 0);
bool ColorPicker3(const char* label, RgbaColor* color, ImGuiColorEditFlags flags = 0);
bool ColorPicker4(const char* label, RgbaColor* color, ImGuiColorEditFlags flags = 0);
bool Splitter(bool splitVertically, float thickness, float* size1, float* size2, float minSize1, float minSize2, float splitterLongAxisSize = -1.0f);
void AddUnderLine(ImColor col);
} // namespace ImGui
namespace Utils {
float CalcImageHeight(glm::vec2 original, int targetWidth);
float CalcImageWidth(glm::vec2 original, float targetHeight);
ImVec2 FitImage(glm::vec2 original);
} // namespace Utils
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