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							100 lines
						
					
					
						
							4.7 KiB
						
					
					
				| // ImGui - standalone example application for Marmalade | |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | |
|  | |
| // Copyright (C) 2015 by Giovanni Zito | |
| // This file is part of ImGui | |
|  | |
| #include <imgui.h> | |
| #include "imgui_impl_marmalade.h" | |
| #include <stdio.h> | |
|  | |
| #include <s3eKeyboard.h> | |
| #include <s3ePointer.h> | |
| #include <IwGx.h> | |
|  | |
| int main(int, char**) | |
| { | |
|     // Setup ImGui binding | |
|     ImGui_Marmalade_Init(true); | |
| 
 | |
|     // Setup style | |
|     ImGui::StyleColorsClassic(); | |
|     //ImGui::StyleColorsDark(); | |
|  | |
|     // Load Fonts | |
|     // - 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.  | |
|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.  | |
|     // - 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). | |
|     // - 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. | |
|     // - Read 'extra_fonts/README.txt' 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 \\ ! | |
|     //ImGuiIO& io = ImGui::GetIO(); | |
|     //io.Fonts->AddFontDefault(); | |
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../extra_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); | |
|  | |
|     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; | |
| 
 | |
|         // 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(); | |
|         ImGui_Marmalade_NewFrame(); | |
| 
 | |
|         // 1. Show a simple window. | |
|         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". | |
|         { | |
|             static float f = 0.0f; | |
|             ImGui::Text("Hello, world!");                           // Some text (you can use a format string too) | |
|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f | |
|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color | |
|             if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well. | |
|                 show_demo_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. In most cases you will use an explicit Begin/End pair to name the window. | |
|         if (show_another_window) | |
|         { | |
|             ImGui::Begin("Another Window", &show_another_window); | |
|             ImGui::Text("Hello from another window!"); | |
|             ImGui::End(); | |
|         } | |
| 
 | |
|         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). | |
|         if (show_demo_window) | |
|         { | |
|             ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! | |
|             ImGui::ShowDemoWindow(&show_demo_window); | |
|         } | |
| 
 | |
|         // Rendering | |
|         IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); | |
|         IwGxClear(); | |
|         ImGui::Render(); | |
|         IwGxSwapBuffers(); | |
| 
 | |
|         s3eDeviceYield(0); | |
|     } | |
| 
 | |
|     // Cleanup | |
|     ImGui_Marmalade_Shutdown(); | |
| 
 | |
|     return 0; | |
| }
 | |
| 
 |