IMGUI_API void ImGui_Service_Shutdown() { if (glMajorVersion < 3) return ImGui_ImplSdl_Shutdown(); else return ImGui_ImplSdlGL3_Shutdown(); }
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; }
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(); }
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; }