# Conflicts: # backends/imgui_impl_win32.cpp # examples/example_marmalade/main.cpp # imgui.cpp # imgui.hfeatures/sdl_renderer3_multiviewports
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// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
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// Missing features:
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// [ ] Renderer: Clipping rectangles are not honored.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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#include "imgui.h" |
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#include "imgui_impl_marmalade.h" |
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#include <s3eClipboard.h> |
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#include <s3ePointer.h> |
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#include <s3eKeyboard.h> |
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#include <IwTexture.h> |
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#include <IwGx.h> |
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// Data
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static double g_Time = 0.0f; |
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static bool g_MousePressed[3] = { false, false, false }; |
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static CIwTexture* g_FontTexture = NULL; |
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static char* g_ClipboardText = NULL; |
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static bool g_osdKeyboardEnabled = false; |
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// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
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static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f); |
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// Render function.
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void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) |
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{ |
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
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return; |
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
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const int nVert = cmd_list->VtxBuffer.Size; |
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CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert); |
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CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert); |
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CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert); |
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for (int i = 0; i < nVert; i++) |
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{ |
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// FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
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pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x; |
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pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y; |
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pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x; |
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pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y; |
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pColStream[i] = cmd_list->VtxBuffer[i].col; |
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} |
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IwGxSetVertStreamScreenSpace(pVertStream, nVert); |
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IwGxSetUVStream(pUVStream); |
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IwGxSetColStream(pColStream, nVert); |
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IwGxSetNormStream(0); |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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// FIXME: Not honoring ClipRect fields.
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CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL(); |
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pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT); |
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pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE); |
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pCurrentMaterial->SetFiltering(false); |
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pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND); |
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pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL); |
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pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED); |
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pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID()); |
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IwGxSetMaterial(pCurrentMaterial); |
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IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)(idx_buffer + pcmd->IdxOffset), pcmd->ElemCount); |
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} |
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} |
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IwGxFlush(); |
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} |
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// TODO: restore modified state (i.e. mvp matrix)
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} |
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static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/) |
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{ |
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if (!s3eClipboardAvailable()) |
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return NULL; |
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if (int size = s3eClipboardGetText(NULL, 0)) |
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{ |
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if (g_ClipboardText) |
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delete[] g_ClipboardText; |
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g_ClipboardText = new char[size]; |
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g_ClipboardText[0] = '\0'; |
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s3eClipboardGetText(g_ClipboardText, size); |
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} |
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return g_ClipboardText; |
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} |
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static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text) |
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{ |
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if (s3eClipboardAvailable()) |
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s3eClipboardSetText(text); |
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} |
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data) |
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{ |
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// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
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// button was pressed. For touchscreen this should always have the value
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// S3E_POINTER_BUTTON_SELECT
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s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data; |
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if (pEvent->m_Pressed == 1) |
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{ |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) |
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g_MousePressed[0] = true; |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) |
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g_MousePressed[1] = true; |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) |
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g_MousePressed[2] = true; |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) |
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io.MouseWheel += pEvent->m_y; |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) |
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io.MouseWheel += pEvent->m_y; |
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} |
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return 0; |
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} |
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int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data; |
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if (e->m_Pressed == 1) |
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io.KeysDown[e->m_Key] = true; |
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if (e->m_Pressed == 0) |
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io.KeysDown[e->m_Key] = false; |
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io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN; |
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io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN; |
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io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN; |
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io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN; |
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return 0; |
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} |
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int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data; |
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io.AddInputCharacter((unsigned int)e->m_Char); |
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return 0; |
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} |
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bool ImGui_Marmalade_CreateDeviceObjects() |
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{ |
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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// Upload texture to graphics system
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g_FontTexture = new CIwTexture(); |
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g_FontTexture->SetModifiable(true); |
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CIwImage& image = g_FontTexture->GetImage(); |
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image.SetFormat(CIwImage::ARGB_8888); |
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image.SetWidth(width); |
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image.SetHeight(height); |
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image.SetBuffers(); // allocates and own buffers
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image.ReadTexels(pixels); |
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g_FontTexture->SetMipMapping(false); |
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g_FontTexture->SetFiltering(false); |
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g_FontTexture->Upload(); |
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)g_FontTexture); |
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return true; |
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} |
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void ImGui_Marmalade_InvalidateDeviceObjects() |
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{ |
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if (g_ClipboardText) |
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{ |
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delete[] g_ClipboardText; |
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g_ClipboardText = NULL; |
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} |
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if (g_FontTexture) |
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{ |
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ImGui::GetIO().Fonts->SetTexID(0); |
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delete g_FontTexture; |
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g_FontTexture = NULL; |
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} |
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} |
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bool ImGui_Marmalade_Init(bool install_callbacks) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade"; |
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = s3eKeyTab |
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io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; |
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io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; |
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io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp; |
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io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown; |
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io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp; |
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io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown; |
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io.KeyMap[ImGuiKey_Home] = s3eKeyHome; |
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io.KeyMap[ImGuiKey_End] = s3eKeyEnd; |
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io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert; |
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io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete; |
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io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; |
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io.KeyMap[ImGuiKey_Space] = s3eKeySpace; |
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io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; |
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io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; |
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io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter; |
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io.KeyMap[ImGuiKey_A] = s3eKeyA; |
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io.KeyMap[ImGuiKey_C] = s3eKeyC; |
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io.KeyMap[ImGuiKey_V] = s3eKeyV; |
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io.KeyMap[ImGuiKey_X] = s3eKeyX; |
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io.KeyMap[ImGuiKey_Y] = s3eKeyY; |
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io.KeyMap[ImGuiKey_Z] = s3eKeyZ; |
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io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; |
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io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; |
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if (install_callbacks) |
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{ |
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s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0); |
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s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0); |
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s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0); |
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} |
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return true; |
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} |
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void ImGui_Marmalade_Shutdown() |
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{ |
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ImGui_Marmalade_InvalidateDeviceObjects(); |
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} |
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void ImGui_Marmalade_NewFrame() |
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{ |
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if (!g_FontTexture) |
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ImGui_Marmalade_CreateDeviceObjects(); |
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ImGuiIO& io = ImGui::GetIO(); |
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// Setup display size (every frame to accommodate for window resizing)
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int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight(); |
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io.DisplaySize = ImVec2((float)w, (float)h); |
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// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
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io.DisplayFramebufferScale = g_scale; |
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// Setup time step
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double current_time = s3eTimerGetUST() / 1000.0f; |
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); |
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g_Time = current_time; |
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double mouse_x, mouse_y; |
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mouse_x = s3ePointerGetX(); |
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mouse_y = s3ePointerGetY(); |
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io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
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for (int i = 0; i < 3; i++) |
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{ |
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io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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g_MousePressed[i] = false; |
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} |
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// TODO: Hide OS mouse cursor if ImGui is drawing it
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// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
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// Show/hide OSD keyboard
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if (io.WantTextInput) |
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{ |
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// Some text input widget is active?
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if (!g_osdKeyboardEnabled) |
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{ |
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g_osdKeyboardEnabled = true; |
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s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
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} |
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} |
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else |
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{ |
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// No text input widget is active
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if (g_osdKeyboardEnabled) |
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{ |
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g_osdKeyboardEnabled = false; |
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s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
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} |
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} |
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} |
@ -1,28 +0,0 @@ |
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// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#pragma once |
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#include "imgui.h" // IMGUI_IMPL_API |
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IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks); |
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IMGUI_IMPL_API void ImGui_Marmalade_Shutdown(); |
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IMGUI_IMPL_API void ImGui_Marmalade_NewFrame(); |
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IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data); |
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects(); |
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IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects(); |
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// Callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// You can also handle inputs yourself and use those as a reference.
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IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data); |
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IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data); |
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IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data); |
@ -1,32 +0,0 @@ |
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# This file is for configuration settings for your |
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# application. |
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# |
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# The syntax is similar to windows .ini files ie |
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# |
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# [GroupName] |
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# Setting = Value |
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# |
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# Which can be read by your application using |
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# e.g s3eConfigGetString("GroupName", "Setting", string) |
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# |
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# All settings must be documented in .config.txt files. |
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# New settings specific to this application should be |
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# documented in app.config.txt |
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# |
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# Some conditional operations are also permitted, see the |
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# S3E documentation for details. |
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[S3E] |
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MemSize=6000000 |
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MemSizeDebug=6000000 |
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DispFixRot=FixedLandscape |
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# emulate iphone 5 resolution, change these settings to emulate other display resolution |
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WinWidth=1136 |
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WinHeight=640 |
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[GX] |
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DataCacheSize=131070 |
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[Util] |
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#MemoryBreakpoint=1282 |
@ -1,125 +0,0 @@ |
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// Dear ImGui: standalone example application for Marmalade
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// Copyright (C) 2015 by Giovanni Zito
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// This file is part of Dear ImGui
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#include "imgui.h" |
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#include "imgui_impl_marmalade.h" |
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#include <stdio.h> |
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#include <s3eKeyboard.h> |
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#include <s3ePointer.h> |
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#include <IwGx.h> |
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int main(int, char**) |
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{ |
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IwGxInit(); |
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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// Setup Dear ImGui style
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer backends
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ImGui_Marmalade_Init(true); |
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true; |
||||
bool show_another_window = false; |
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
||||
|
||||
// Main loop
|
||||
while (true) |
||||
{ |
||||
if (s3eDeviceCheckQuitRequest()) |
||||
break; |
||||
|
||||
// Poll and handle inputs
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
s3eKeyboardUpdate(); |
||||
s3ePointerUpdate(); |
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_Marmalade_NewFrame(); |
||||
ImGui::NewFrame(); |
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window) |
||||
ImGui::ShowDemoWindow(&show_demo_window); |
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{ |
||||
static float f = 0.0f; |
||||
static int counter = 0; |
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window); |
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++; |
||||
ImGui::SameLine(); |
||||
ImGui::Text("counter = %d", counter); |
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
||||
ImGui::End(); |
||||
} |
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window) |
||||
{ |
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!"); |
||||
if (ImGui::Button("Close Me")) |
||||
show_another_window = false; |
||||
ImGui::End(); |
||||
} |
||||
|
||||
// Rendering
|
||||
ImGui::Render(); |
||||
IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); |
||||
IwGxClear(); |
||||
ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData()); |
||||
IwGxSwapBuffers(); |
||||
|
||||
s3eDeviceYield(0); |
||||
} |
||||
|
||||
// Cleanup
|
||||
ImGui_Marmalade_Shutdown(); |
||||
ImGui::DestroyContext(); |
||||
IwGxTerminate(); |
||||
|
||||
return 0; |
||||
} |
@ -1,47 +0,0 @@ |
||||
#!/usr/bin/env mkb |
||||
|
||||
# ImGui - standalone example application for Marmalade |
||||
# Copyright (C) 2015 by Giovanni Zito |
||||
# This file is part of ImGui |
||||
# https://github.com/ocornut/imgui |
||||
|
||||
define IMGUI_DISABLE_INCLUDE_IMCONFIG_H |
||||
define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS |
||||
define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS |
||||
define _snprintf=snprintf |
||||
|
||||
options |
||||
{ |
||||
optimise-speed=1 |
||||
} |
||||
|
||||
includepaths |
||||
{ |
||||
../.. |
||||
../../backends |
||||
} |
||||
|
||||
subprojects |
||||
{ |
||||
iwgx |
||||
} |
||||
|
||||
files |
||||
{ |
||||
(.) |
||||
["imgui"] |
||||
../../imgui.cpp |
||||
../../imgui_demo.cpp |
||||
../../imgui_draw.cpp |
||||
../../imgui_tables.cpp |
||||
../../imgui_widgets.cpp |
||||
../../imconfig.h |
||||
../../imgui.h |
||||
../../imgui_internal.h |
||||
|
||||
["imgui","Marmalade backend"] |
||||
../../backends/imgui_impl_marmalade.h |
||||
../../backends/imgui_impl_marmalade.cpp |
||||
main.cpp |
||||
|
||||
} |
Loading…
Reference in New Issue