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C++ Game Animation Programming - Second Edition

You're reading from  C++ Game Animation Programming - Second Edition

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details

Table of Contents (22) Chapters

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

12

Cleaning Up the User Interface

Welcome to Chapter 12! In the previous chapter, we integrated three different kinds of animation blending into the existing code. We also added some control elements for easy manipulation of the blending types and properties.

In this chapter, we will clean up the user interface by using more ImGui elements. We will start with an overview of various types of UI controls and their intended usage. Then, two ImGui elements, a combo box and a radio button, will be introduced. The function of these two elements is well known, and we will look at how to use them in code.

Then, we will check the drawing of the so-called ImGui plots. Plots are graphical diagrams and are perfect for visualizing a short, graphical history of numerical values, such as the FPS counter or the timer values.

At the end of the chapter, we will have a cleaner user interface for our tool, using more appropriate elements to simplify the usage of the character animation program...

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