Esempio n. 1
0
IMGUI_API void ImGui_Service_Shutdown() {
	if (glMajorVersion < 3)
		return ImGui_ImplSdl_Shutdown();
	else
		return ImGui_ImplSdlGL3_Shutdown();
}
Esempio n. 2
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;
}
		void createWindow() override {
			Uint32 wnd_flags = 0;

			for(auto rh : renderer_hint_) {
				setDisplayDevice(DisplayDevice::factory(rh, shared_from_this()));
				current_display_device() = getDisplayDevice();
				if(getDisplayDevice() != nullptr) {
					break;
				}
			}
			ASSERT_LOG(getDisplayDevice() != nullptr, "No display driver was created.");

			if(getDisplayDevice()->ID() == DisplayDevice::DISPLAY_DEVICE_OPENGL) {
				// We need to do extra SDL set-up for an OpenGL context.
				// Since these parameter's need to be set-up before context
				// creation.
				int err;
				err = SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, request_major_version_);
				if(err) {
					LOG_ERROR("Setting major OpenGL context version to " << request_major_version_ << ": " << SDL_GetError());
				}
				err = SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, request_minor_version_);
				if(err) {
					LOG_ERROR("Setting minor OpenGL context version to " << request_minor_version_ << ": " << SDL_GetError());
				}
				SDL_GLprofile prof;
				switch(profile_) {
					case ProfileValue::COMPAT:	prof = SDL_GL_CONTEXT_PROFILE_COMPATIBILITY; break;
					case ProfileValue::CORE:	prof = SDL_GL_CONTEXT_PROFILE_CORE; break;
					case ProfileValue::ES:		prof = SDL_GL_CONTEXT_PROFILE_ES; break;
					default: prof = SDL_GL_CONTEXT_PROFILE_COMPATIBILITY;
				}
				err = SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, prof);
				if(err) {
					LOG_ERROR("Setting major OpenGL profile mask to " << prof << ": " << SDL_GetError());
				}
				err = SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
				if(err) {
					LOG_ERROR("Setting major OpenGL depth to 24: " << SDL_GetError());
				}
				err = SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
				if(err) {
					LOG_ERROR("Setting major OpenGL stencil size to 8: " << SDL_GetError());
				}
				if(use16bpp()) {
					SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
					SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
					SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
					SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 1);
				} else {
					SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
					SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
					SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
					SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
				}
				if(useMultiSampling()) {
					if(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1) != 0) {
						LOG_WARN("MSAA(" << multiSamples() << ") requested but mutlisample buffer couldn't be allocated.");
					} else {
						int msaa = next_pow2(multiSamples());
						if(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, msaa) != 0) {
							LOG_INFO("Requested MSAA of " << msaa << " but couldn't allocate");
						}
					}
				}
				wnd_flags |= SDL_WINDOW_OPENGL;
			} else if(getDisplayDevice()->ID() == DisplayDevice::DISPLAY_DEVICE_OPENGLES) {
				// We need to do extra SDL set-up for an OpenGL context.
				// Since these parameter's need to be set-up before context
				// creation.
				SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
				SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
				SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
				
				SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
				SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
				if(use16bpp()) {
					SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
					SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
					SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
					SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 1);
				} else {
					SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
					SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
					SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
					SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
				}
				if(useMultiSampling()) {
					if(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1) != 0) {
						LOG_WARN("MSAA(" << multiSamples() << ") requested but mutlisample buffer couldn't be allocated.");
					} else {
						int msaa = next_pow2(multiSamples());
						if(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, msaa) != 0) {
							LOG_INFO("Requested MSAA of " << msaa << " but couldn't allocate");
						}
					}
				}
				wnd_flags |= SDL_WINDOW_OPENGL;
			}

			if(resizeable()) {
				wnd_flags |= SDL_WINDOW_RESIZABLE;
			}

			if(borderless()) {
				wnd_flags |= SDL_WINDOW_BORDERLESS;
			}

			int x = SDL_WINDOWPOS_CENTERED;
			int y = SDL_WINDOWPOS_CENTERED;
			int w = width();
			int h = height();
			switch(fullscreenMode()) {
			case FullScreenMode::WINDOWED:		break;
			case FullScreenMode::FULLSCREEN_WINDOWED:
				x = y = SDL_WINDOWPOS_UNDEFINED;
				//w = h = 0;
				wnd_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
				break;
			case FullScreenMode::FULLSCREEN_EXCLUSIVE:
				x = y = SDL_WINDOWPOS_UNDEFINED;
				wnd_flags |= SDL_WINDOW_FULLSCREEN;
				break;
			}
			window_.reset(SDL_CreateWindow(getTitle().c_str(), x, y, w, h, wnd_flags), [&](SDL_Window* wnd){
#ifdef USE_IMGUI
				ImGui_ImplSdlGL3_Shutdown();
#endif
				if(getDisplayDevice()->ID() != DisplayDevice::DISPLAY_DEVICE_SDL) {
					SDL_DestroyRenderer(renderer_);
				}
				getDisplayDevice().reset();
				if(context_) {
					SDL_GL_DeleteContext(context_);
					context_ = nullptr;
				}
				SDL_DestroyWindow(wnd);
			});

#ifdef USE_IMGUI
			ImGui_ImplSdlGL3_Init(window_.get());
#endif

			if(getDisplayDevice()->ID() != DisplayDevice::DISPLAY_DEVICE_SDL) {
				Uint32 rnd_flags = SDL_RENDERER_ACCELERATED;
				if(vSync()) {
					rnd_flags |= SDL_RENDERER_PRESENTVSYNC;
				}
				renderer_ = SDL_CreateRenderer(window_.get(), -1, rnd_flags);
				ASSERT_LOG(renderer_ != nullptr, "Failed to create renderer: " << SDL_GetError());				
			}

			ASSERT_LOG(window_ != nullptr, "Failed to create window: " << SDL_GetError());
			if(getDisplayDevice()->ID() == DisplayDevice::DISPLAY_DEVICE_OPENGL ||getDisplayDevice()->ID() == DisplayDevice::DISPLAY_DEVICE_OPENGLES) {
				context_ = SDL_GL_CreateContext(window_.get());	
				ASSERT_LOG(context_ != nullptr, "Failed to GL Context: " << SDL_GetError());
			}

			getDisplayDevice()->init(width(), height());
			getDisplayDevice()->printDeviceInfo();

			clear(ClearFlags::ALL);
			//getDisplayDevice()->setClearColor(clear_color_);
			//getDisplayDevice()->clear(ClearFlags::ALL);
			swap();
		}
Esempio n. 4
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;
}