Great stuff , but you are missing this file from the repository ['Tool/MapEditorScene.h]
g:\dev\cpp\2d\cocos2d-x-3.10\projects\muguilayer\classes\appdelegate.cpp(2): fatal error C1083: Cannot open include file: 'Tool/MapEditorScene.h': No such file or directory
hmm it is not Editor man,
ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
You can read more about it here : https://github.com/ocornut/imgui
Image in my post is just demo it is working with cocos2d-x not include my map editor.
Gui layer already in top of your scene.
that part check running scene on director if it contain UI layer or not, if not it add layer and CCIMGUI handle the rest. you do not need take care about it.
about grid, i just draw it like normal using DrawNode.
I’m not sure what kind of in-game editor you want but i’m not include it in final product so i not care so much about accurate of editor.
Just care about how map running and it’s performance with quality.
Update - I’m now in love with ImGUI. It’s so flexible and easy to use.
I’m looking to add ImGui to my Win10 builds now. Anyone know where I would start? I think Win10 builds in cocos using OpenGL ES and then wraps it with ANGLE to make DirectX 11 calls. So to add ImGui, would I used OpenGL ES? Or is it possible to call DirectX 11 on top of ANGLE ?