However, those who unfortunately skipped out will have to payout an additional 2.99 for it (seems reasonable to me).
The DLC will also be free for everyone who already owns a copy of the game. Call ImGui::SFML::Init(window, false) if you don't want default font to be loaded. Dubbed 'Katana Zero: The Second Chapter', we can expect the DLC to hit Steam's storefront on August 11th. ImGui::Button( "Look at this pretty button ") ĭefault font is loaded if you don't pass false in ImGui::SFML::Init. Sf::RenderWindow window( sf::VideoMode( 640, 480), "ImGui + SFML = <3 ") If you only draw ImGui widgets without any SFML stuff, then you'll might need to call window.resetGLStates() before rendering anything. Call SetCurrentWindow to explicitly set which window will be used as default. After it's called one of the current windows will become a current "global" window. It’s less like a DLC and more like Katana 1.5. This means more levels, mechanics, enemies, bosses, and intertwined story elements. That’s a bit over half the size of the main game. Use ImGui::SFML::Shutdown(window) overload if you have multiple windows. That’s right The free Katana ZERO DLC will be 6x the original planned size.fixed delta game loops)Ĭall ImGui::SFML::Shutdown() after window.close() has been called Katana ZERO is a neo-noir action platformer with a focus on extremely tight, fast-paced, instant death combat.
You can also pass mousePosition and displaySize yourself instead of passing the window.Ĭall ImGui functions ( ImGui::Begin(), ImGui::Button(), etc.)Ĭall ImGui::EndFrame after the last ImGui::End in your update function, if you update more than once before rendering. ImGui::SFML::ProcessEvent(window, event) Ĭall ImGui::SFML::Update(window, deltaTime) where deltaTime is sf::Time. Do this for each window you want to draw ImGui on.
You can create your font atlas and pass the pointer in Init too, otherwise the default internal font atlas will be created for you. Tend to lag behind and stay on older versions.Ĭall ImGui::SFML::Init and pass your sf::Window + sf::RenderTarget or sf::RenderWindow there. Not recommended, as they're not maintained officially. Other ways to add to your project(won't recommend as the versions tend to lag behind and are not Add imgui-SFML.cpp to your build/project.Add a folder which contains imgui-SFML.h to your include directories.(to be able to cast ImVec2 to sf::Vector2f and vice versa) Copy the contents of imconfig-SFML.h to your imconfig.h file.Add imgui.cpp, imgui_widgets.cpp, imgui_draw.cpp and imgui_tables.cpp to your build/project.