void clear(ClearFlags f) override {
			// N.B. Clear color is global GL state, so we need to re-configure it everytime we clear.
			// Since it may have changed by some sneaky render target user.
			getDisplayDevice()->setClearColor(clear_color_);
			getDisplayDevice()->clear(f);
#ifdef USE_IMGUI
			ImGui_ImplSdlGL3_NewFrame(window_.get());
#endif
		}
Example #2
0
void PiGui::NewFrame(SDL_Window *window) {
	ImGui_ImplSdlGL3_NewFrame(window);
	ImGui::SetMouseCursor(ImGuiMouseCursor_Arrow);
	ImGui::GetIO().MouseDrawCursor = true;
}
Example #3
0
IMGUI_API void ImGui_Service_NewFrame(SDL_Window* window) {
	if (glMajorVersion < 3)
		return ImGui_ImplSdl_NewFrame(window);
	else
		return ImGui_ImplSdlGL3_NewFrame(window);
}
Example #4
0
int main(int, char**)
{
    // Setup SDL
	if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
	{
        printf("Error: %s\n", SDL_GetError());
        return -1;
	}

    // Setup window
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
	SDL_DisplayMode current;
	SDL_GetCurrentDisplayMode(0, &current);
	SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
	SDL_GLContext glcontext = SDL_GL_CreateContext(window);
    gl3wInit();

    // Setup ImGui binding
    ImGui_ImplSdlGL3_Init(window);

    // Load Fonts
    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
    //ImGuiIO& io = ImGui::GetIO();
    //io.Fonts->AddFontDefault();
    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());

    bool show_test_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImColor(114, 144, 154);

    // Main loop
	bool done = false;
    while (!done)
    {
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            ImGui_ImplSdlGL3_ProcessEvent(&event);
            if (event.type == SDL_QUIT)
                done = true;
        }
        ImGui_ImplSdlGL3_NewFrame();

        // 1. Show a simple window
        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
        {
            static float f = 0.0f;
            ImGui::Text("Hello, world!");
            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
            ImGui::ColorEdit3("clear color", (float*)&clear_color);
            if (ImGui::Button("Test Window")) show_test_window ^= 1;
            if (ImGui::Button("Another Window")) show_another_window ^= 1;
            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
        }

        // 2. Show another simple window, this time using an explicit Begin/End pair
        if (show_another_window)
        {
            ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
            ImGui::Begin("Another Window", &show_another_window);
            ImGui::Text("Hello");
            ImGui::End();
        }

        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
        if (show_test_window)
        {
            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
            ImGui::ShowTestWindow(&show_test_window);
        }

        // Rendering
        glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        ImGui::Render();
        SDL_GL_SwapWindow(window);
    }

    // Cleanup
    ImGui_ImplSdlGL3_Shutdown();
    SDL_GL_DeleteContext(glcontext);  
	SDL_DestroyWindow(window);
	SDL_Quit();

    return 0;
}
Example #5
0
int main(int argc, char* argv[]) {
	// Setup SDL
	if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
	{
		printf("Error: %s\n", SDL_GetError());
		return -1;
	}

	// Setup window
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
	SDL_DisplayMode current;
	SDL_GetCurrentDisplayMode(0, &current);
	SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
	SDL_GLContext glcontext = SDL_GL_CreateContext(window);
	gladLoadGL();

	// Setup ImGui binding
	ImGui_ImplSdlGL3_Init(window);

	// Load Fonts
	// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
	//ImGuiIO& io = ImGui::GetIO();
	//io.Fonts->AddFontDefault();
	//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
	//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
	//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
	//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
	//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());

	ImVec4 clear_color = ImColor(114, 144, 154);

	// Setup jit runtime
	asmjit::JitRuntime rt;                         // Runtime specialized for JIT code execution.

	// Open file
	INes f("game.nes");

	Context con{
		f,
		f.getMapper(),
		rt
	};
	context = &con;

	std::thread jitThread(call_from_thread);

	struct Registers regs;
	std::shared_ptr<std::vector<std::unique_ptr<Instr>>> currentBlock = nullptr;

	// Main loop
	bool done = false;
	while (!done)
	{
		auto msg = guiQueue.get();
		if(msg->getMsgId() != PolyM::MSG_TIMEOUT) {
			switch(msg->getMsgId()) {
				case 1:
					regs = unique_static_cast<PolyM::DataMsg<struct Registers>>(msg)->getPayload();
					break;
				case 2:
					currentBlock = unique_static_cast<PolyM::DataMsg<std::shared_ptr<std::vector<std::unique_ptr<Instr>>>>>(msg)->getPayload();
					break;
			}
		}

		SDL_Event event;
		while (SDL_PollEvent(&event))
		{
			ImGui_ImplSdlGL3_ProcessEvent(&event);
			if (event.type == SDL_QUIT)
				done = true;
		}
		ImGui_ImplSdlGL3_NewFrame(window);

		{
			ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
			ImGui::Begin("Registers");

			ImGui::Text("X");
			ImGui::SameLine(50);
			ImGui::Text("0x%02x", regs.x);

			ImGui::Text("Y");
			ImGui::SameLine(50);
			ImGui::Text("0x%02x", regs.y);

			ImGui::Separator();

			ImGui::Text("A");
			ImGui::SameLine(50);
			ImGui::Text("0x%02x", regs.a);

			ImGui::Separator();

			ImGui::Text("S");
			ImGui::SameLine(50);
			ImGui::Text("0x%02x", regs.sp);

			ImGui::Text("SP");
			ImGui::SameLine(50);

			ImGui::Text("%s", fmt::format("{:#010b}", regs.s).c_str());

			ImGui::Separator();
			ImGui::End();
		}

		ImGui::Begin("Compile");
		if(ImGui::Button("Next")) {
			fmt::print("Next Block!\n");
			jitQueue.put(PolyM::Msg(1));
		}
		if(currentBlock != nullptr) {
			for(auto &instr : *currentBlock) {
				ImGui::Text("%s", instr->format().c_str());
			}
		}
		ImGui::End();

		// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
		ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
		ImGui::ShowTestWindow();

		// Rendering
		glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
		glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
		glClear(GL_COLOR_BUFFER_BIT);
		ImGui::Render();
		SDL_GL_SwapWindow(window);
	}

	jitThread.join();

	// Cleanup
	ImGui_ImplSdlGL3_Shutdown();
	SDL_GL_DeleteContext(glcontext);
	SDL_DestroyWindow(window);
	SDL_Quit();

	return 0;
}