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TeamMultiBallGUI.cpp
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TeamMultiBallGUI.cpp
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#include "pch.h"
#include "TeamMultiBall.h"
std::string TeamMultiBall::GetPluginName() {
return "TeamMultiBall";
}
void TeamMultiBall::SetImGuiContext(uintptr_t ctx) {
ImGui::SetCurrentContext(reinterpret_cast<ImGuiContext*>(ctx));
}
// Render the plugin settings here
// This will show up in bakkesmod when the plugin is loaded at
// f2 -> plugins -> TeamMultiBall
void TeamMultiBall::RenderSettings() {
ImGui::TextUnformatted("TeamMultiBall plugin settings");
}
/*
// Do ImGui rendering here
void TeamMultiBall::Render()
{
if (!ImGui::Begin(menuTitle_.c_str(), &isWindowOpen_, ImGuiWindowFlags_None))
{
// Early out if the window is collapsed, as an optimization.
ImGui::End();
return;
}
ImGui::End();
if (!isWindowOpen_)
{
cvarManager->executeCommand("togglemenu " + GetMenuName());
}
}
// Name of the menu that is used to toggle the window.
std::string TeamMultiBall::GetMenuName()
{
return "TeamMultiBall";
}
// Title to give the menu
std::string TeamMultiBall::GetMenuTitle()
{
return menuTitle_;
}
// Don't call this yourself, BM will call this function with a pointer to the current ImGui context
void TeamMultiBall::SetImGuiContext(uintptr_t ctx)
{
ImGui::SetCurrentContext(reinterpret_cast<ImGuiContext*>(ctx));
}
// Should events such as mouse clicks/key inputs be blocked so they won't reach the game
bool TeamMultiBall::ShouldBlockInput()
{
return ImGui::GetIO().WantCaptureMouse || ImGui::GetIO().WantCaptureKeyboard;
}
// Return true if window should be interactive
bool TeamMultiBall::IsActiveOverlay()
{
return true;
}
// Called when window is opened
void TeamMultiBall::OnOpen()
{
isWindowOpen_ = true;
}
// Called when window is closed
void TeamMultiBall::OnClose()
{
isWindowOpen_ = false;
}
*/