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							123 lines
						
					
					
						
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							123 lines
						
					
					
						
							5.4 KiB
						
					
					
				// dear imgui: standalone example application for Marmalade | 
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. | 
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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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    // Setup Dear ImGui style | 
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    ImGui::StyleColorsDark(); | 
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    //ImGui::StyleColorsClassic(); | 
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    // Setup Platform/Renderer bindings | 
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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 'misc/fonts/README.txt' for more instructions and details. | 
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    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | 
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    //io.Fonts->AddFontDefault(); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | 
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | 
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    //IM_ASSERT(font != NULL); | 
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    // Our state | 
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    bool show_demo_window = true; | 
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    bool show_another_window = false; | 
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    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | 
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    // Main loop | 
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    while (true) | 
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    { | 
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        if (s3eDeviceCheckQuitRequest()) | 
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            break; | 
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        // Poll and handle inputs | 
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        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | 
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        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | 
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        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | 
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        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | 
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        s3eKeyboardUpdate(); | 
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        s3ePointerUpdate(); | 
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        // Start the Dear ImGui frame | 
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        ImGui_Marmalade_NewFrame(); | 
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        ImGui::NewFrame(); | 
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        // 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!). | 
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        if (show_demo_window) | 
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            ImGui::ShowDemoWindow(&show_demo_window); | 
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        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. | 
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        { | 
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            static float f = 0.0f; | 
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            static int counter = 0; | 
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            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. | 
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            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) | 
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            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state | 
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            ImGui::Checkbox("Another Window", &show_another_window); | 
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f | 
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            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | 
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            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) | 
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                counter++; | 
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            ImGui::SameLine(); | 
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            ImGui::Text("counter = %d", counter); | 
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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | 
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            ImGui::End(); | 
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        } | 
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        // 3. Show another simple window. | 
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        if (show_another_window) | 
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        { | 
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            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) | 
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            ImGui::Text("Hello from another window!"); | 
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            if (ImGui::Button("Close Me")) | 
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                show_another_window = false; | 
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            ImGui::End(); | 
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        } | 
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        // Rendering | 
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        ImGui::Render(); | 
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        IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); | 
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        IwGxClear(); | 
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        ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData()); | 
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        IwGxSwapBuffers(); | 
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        s3eDeviceYield(0); | 
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    } | 
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    // Cleanup | 
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    ImGui_Marmalade_Shutdown(); | 
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    ImGui::DestroyContext(); | 
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    IwGxTerminate(); | 
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    return 0; | 
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}
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