-
-
Notifications
You must be signed in to change notification settings - Fork 5
Creating and using the UI components
In this entry, we will show you how to create different types of UI components.
The UVKBuildTool is a custom build tool we built to generate
production builds, source files and more. The tool binary is located under the UVKBuildTool/build
directory.
Running it with the --help
argument shows you the different options you have on hand:
--generate <project path> - Regenerates all required generated files for the given project
--install <project path> - Generates the project files when installing for the first time
--build <staging path> <installation-path> <project path> - Bundles the application and compiles it for production
The following arguments generate source files for UI components:
--inline <name> <project path> - Creates an inline component
--window <name> <project path> - Creates a window widget
--title-bar <name> <project path> - Creates a titlebar widget
As you can see from the comments, the first flag --generate
regenerates the files of a project. This is necessary for
applying changes to project file templates, but most of the time we don't break the API, so you won't use it frequently.
The --install
command is used to generate project files for first time installation. You shouldn't run this alone,
but rather use the create-project.sh
script to create a project.
The --build
argument builds a given project for production.
Finally, we have the 3 component commands, when given a name and a path to a project they generate different components:
-
--inline
for creating inline components -
--window
for creating window components -
--title-bar
for creating title bar components
There are 3 component types:
--inline
--window
--title-bar
Inline components are ones that are drawn directly to the framebuffer just like how standard applications render UI. Here is an application that uses inline components:

Window components are components that are drawn inside separate Windows. These windows can be docked, dragged out of the main window and moved by the user to create their own layout. Below is a window in floating mode:

Here is a window that is docked to the side:

Here is a window that is rendered outside the main window:

Finally, title bar components are components that render the main title bar, which can be seen at the top of the window in the window component examples.
After you have generated your components with the UVKBuildTool
, you can now start using them. The header file of a
component looks like this:
#pragma once
#include <Framework.hpp>
namespace UntitledTextEditor
{
class UIMGUI_PUBLIC_API Exit : public UImGui::WindowComponent
{
public:
Exit();
virtual void begin() override;
virtual void tick(float deltaTime) override;
virtual void end() override;
virtual ~Exit() override;
private:
};
}
It contains the essential event functions: the constructor, destructor, begin
, end
and tick
functions.
Here is information on them:
-
begin
- gets called when the application is opened -
tick
- gets called every frame and takes thefloat deltaTime
parameter that is equal to the current delta time -
end
- gets called when the application closes or the widget is destroyed - The constructor - Should contain variable initialization code(event safety is unknown and depends on how you wrote your application)
- The destructor - Should contain cleanup code
Keep event safety in mind and preferably call most framework dependent code in the begin
, end
or tick
functions.
Since the tick
function gets called every frame, you should use it to render dear imgui code.
First generate an inline class:
cd UVKBuildTool/build
./UVKBuildTool --inline hello ../../Projects/YourProjectNameHere
Next, refresh your CMakeLists.txt
file under your project directory and enter the Source
folder.
The hello.cpp
and hello.hpp
header will have been generated.
Open hello.cpp
, it should look like this:
#include "hello.hpp"
Example::hello::hello()
{
}
void Example::hello::begin()
{
beginAutohandle();
}
void Example::hello::tick(float deltaTime)
{
tickAutohandle(deltaTime);
}
void Example::hello::end()
{
endAutohandle();
}
Example::hello::~hello()
{
}
In the tick
function, add the following code so that it looks like this:
void Example::hello::tick(float deltaTime)
{
tickAutohandle(deltaTime);
ImGui::Text("Hello, World")
}
Compile your application and run!
Oh... there is no text here. That's because you haven't initialised the framework with your component. The next wiki entry shows you how to do that!
The begin
and tick
members are flagged as All ready
and end
is flagged as Pre-destruct
.
The rest are flagged as Any time
.
The UImGui_CComponentData
is only used when initializing a component from C. It looks like this:
typedef struct UImGui_CComponentData
{
UImGui_ComponentState state;
UImGui_String name;
uint64_t id;
} UImGui_CComponentData;
These variables will be copied into the class.
The UImGui_CComponentData_P
struct is almost the same as the UImGui_CComponentData
struct, except that all
variables are pointers, and it is missing the name
string. It looks like this:
typedef struct UImGui_CComponentData_P
{
UImGui_ComponentState* state;
uint64_t* id;
} UImGui_CComponentData_P;
This struct is used to give a handle to the same internal variables, part of the given component.
All components have the following functions:
UImGui_X_makeCXComponent
UImGui_X_getCXComponentData
UImGui_X_getCXComponentName
UImGui_X_destroyCXComponentName
Here, X
is one of the following:
Titlebar
WindowComponent
Inline
In this example, we'll be using an inline component, but the setup is the same with other components. The names are just changed in the above specified way.
To create an Inline
component call UImGui_Inline_makeCInlineComponent
, which looks like this:
UImGui_CComponentHandle UImGui_Inline_makeCInlineComponent(UImGui_ComponentRegularFun construct,
UImGui_ComponentRegularFun begin, UImGui_ComponentTickFun tick, UImGui_ComponentRegularFun end,
UImGui_ComponentRegularFun destruct, UImGui_CComponentData data);
It takes 5 function pointers, 4 of type UImGui_ComponentRegularFun
and 1 of type UImGui_ComponentTickFun
. The last
parameter is a struct of type UImGui_CComponentData
, which will define the data of the class.
A UImGui_ComponentRegularFun
function expands to void(*)(UImGui_CComponentData_P*)
, while UImGui_ComponentTickFun
expands to void(*)(UImGui_CComponentData_P*, float)
.
These are the functions' event placement:
-
construct
- Called in the constructor -
begin
- Called on begin event -
tick
- Called on tick event -
end
- Called on end event -
destruct
- Called in the destructor
Finally, the function returns a component handle of type UImGui_CComponentHandle
.
You need to store this handle to interact with this component.
There are 2 data-related functions that can be used on any component:
-
UImGui_X_getCXComponentData
- given a valid handle, returns a pointer to theUImGui_CComponentData_P
struct of the class -
UImGui_X_getCXComponentName
- given a valid handle, returns the name of the class as anUImGui_String
There is also the UImGui_X_destroyCXComponent
function, which, given a handle, deallocates and destroys the component.
This project is supported by all the people who joined our discord server and became beta testers. If you want to join the discord you can click here.
- Home
- Beginner content
- Install guide
- Creating and using the UI components
- The Instance
- The Init Info struct
- Textures
- Logging
- Unicode support
- Additional features
- Client-side bar
- Custom type definitions
- Memory management
- C API development
- Config files and Folders
- Interfaces
- Internal Event safety
- Customising the build system
- Modules system
- Collaborating with others
- Advanced content
- Developer and contributor resources
- Misc