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 }
void PiGui::NewFrame(SDL_Window *window) { ImGui_ImplSdlGL3_NewFrame(window); ImGui::SetMouseCursor(ImGuiMouseCursor_Arrow); ImGui::GetIO().MouseDrawCursor = true; }
IMGUI_API void ImGui_Service_NewFrame(SDL_Window* window) { if (glMajorVersion < 3) return ImGui_ImplSdl_NewFrame(window); else return ImGui_ImplSdlGL3_NewFrame(window); }
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, ¤t); 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; }
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, ¤t); 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; }