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https://github.com/dhewm/dhewm3.git
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Initial ImGui integration in the engine
still a bit hacky, but shows imgui windows that can be clicked etc
This commit is contained in:
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33ed99902e
commit
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7 changed files with 261 additions and 1 deletions
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@ -743,15 +743,18 @@ set(src_imgui
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libs/imgui/backends/imgui_impl_sdl2.cpp
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libs/imgui/backends/imgui_impl_opengl2.cpp
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libs/imgui/imgui.h
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libs/imgui/imgui.cpp
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libs/imgui/imgui_draw.cpp
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libs/imgui/imgui_tables.cpp
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libs/imgui/imgui_widgets.cpp
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libs/imgui/imgui_demo.cpp
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sys/sys_imgui.h
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sys/sys_imgui.cpp
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)
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add_globbed_headers(src_imgui "libs/imgui")
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set(src_game
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game/AF.cpp
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@ -50,6 +50,8 @@ If you have questions concerning this license or the applicable additional terms
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#include "tools/compilers/aas/AASFileManager.h"
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#include "tools/edit_public.h"
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#include "sys/sys_imgui.h"
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#include "framework/Common.h"
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#include "GameCallbacks_local.h"
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@ -2426,6 +2428,9 @@ void idCommonLocal::Frame( void ) {
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eventLoop->RunEventLoop();
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// DG: prepare new ImGui frame - I guess this is a good place, as all new events should be available?
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D3::ImGuiHooks::NewFrame();
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com_frameTime = com_ticNumber * USERCMD_MSEC;
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idAsyncNetwork::RunFrame();
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@ -26,6 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "sys/sys_imgui.h"
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#include "renderer/tr_local.h"
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@ -597,6 +598,8 @@ const void RB_SwapBuffers( const void *data ) {
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qglEnable( GL_SCISSOR_TEST );
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}
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D3::ImGuiHooks::EndFrame();
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// force a gl sync if requested
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if ( r_finish.GetBool() ) {
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qglFinish();
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@ -39,6 +39,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "renderer/tr_local.h"
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#include "sys/sys_public.h"
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#include "sys/sys_imgui.h"
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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#define SDL_Keycode SDLKey
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@ -1124,6 +1125,8 @@ sysEvent_t Sys_GetEvent() {
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// loop until there is an event we care about (will return then) or no more events
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while(SDL_PollEvent(&ev)) {
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D3::ImGuiHooks::ProcessEvent(&ev);
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switch (ev.type) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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case SDL_WINDOWEVENT:
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@ -33,6 +33,8 @@ If you have questions concerning this license or the applicable additional terms
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#include "renderer/tr_local.h"
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#include "sys/sys_imgui.h"
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#if defined(_WIN32) && defined(ID_ALLOW_TOOLS)
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#include "sys/win32/win_local.h"
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#include <SDL_syswm.h>
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@ -575,6 +577,8 @@ try_again:
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return false;
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}
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D3::ImGuiHooks::Init(window, context);
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return true;
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}
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@ -594,6 +598,9 @@ GLimp_Shutdown
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===================
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*/
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void GLimp_Shutdown() {
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D3::ImGuiHooks::Shutdown();
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common->Printf("Shutting down OpenGL subsystem\n");
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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182
neo/sys/sys_imgui.cpp
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182
neo/sys/sys_imgui.cpp
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@ -0,0 +1,182 @@
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#if 1 // FIXME: introduce D3_ENABLE_IMGUI or similar from cmake? or use IMGUI_DISABLE? either way, no imgui for SDL1.2
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#include "sys_imgui.h"
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#include <SDL.h>
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#include "../libs/imgui/backends/imgui_impl_opengl2.h"
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#include "../libs/imgui/backends/imgui_impl_sdl2.h"
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#include "framework/Common.h"
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#include "renderer/qgl.h"
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namespace D3 {
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namespace ImGuiHooks {
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ImGuiContext* imguiCtx = NULL;
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static bool haveNewFrame = false;
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// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
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bool Init(void* sdlWindow, void* sdlGlContext)
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{
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SDL_Window* win = (SDL_Window*)sdlWindow;
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SDL_GL_MakeCurrent(win, (SDL_GLContext)sdlGlContext); // XXX: really?
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//SDL_GLContext glctx = (SDL_GLContext)sdlGlContext;
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SDL_GL_SetSwapInterval(1); // XXX: really?
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common->Printf( "Initializing ImGui\n" );
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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imguiCtx = ImGui::CreateContext();
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if (imguiCtx == NULL) {
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common->Warning("Failed to create ImGui Context!\n");
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return false;
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}
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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_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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if (!ImGui_ImplSDL2_InitForOpenGL(win, sdlGlContext)) {
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ImGui::DestroyContext(imguiCtx);
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imguiCtx = NULL;
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common->Warning("Failed to initialize ImGui SDL platform backend!\n");
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return false;
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}
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if (!ImGui_ImplOpenGL2_Init()) {
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext(imguiCtx);
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imguiCtx = NULL;
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common->Warning("Failed to initialize ImGui OpenGL renderer backend!\n");
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return false;
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}
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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 a nullptr. 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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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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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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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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return true;
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}
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void Shutdown()
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{
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common->Printf( "Shutting down ImGui\n" );
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext(imguiCtx);
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}
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void NewFrame()
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{
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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haveNewFrame = true;
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// XXX hack for testing:
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static bool show_another_window = false;
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static bool show_demo_window = true;
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if(show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_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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ImGuiIO& io = ImGui::GetIO();
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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 / io.Framerate, io.Framerate);
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ImGui::End();
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}
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if(show_another_window) {
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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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}
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bool ProcessEvent(const void* sdlEvent)
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{
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return ImGui_ImplSDL2_ProcessEvent( (const SDL_Event*)sdlEvent );
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}
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void EndFrame()
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{
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// I think this can happen if we're not coming from idCommon::Frame() but screenshot or sth
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if (!haveNewFrame) {
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NewFrame();
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}
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haveNewFrame = false;
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ImGui::Render();
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ImGuiIO& io = ImGui::GetIO();
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//qglViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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//ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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//qglClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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//qglClear(GL_COLOR_BUFFER_BIT);
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qglDisable( GL_VERTEX_PROGRAM_ARB );
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qglDisable( GL_FRAGMENT_PROGRAM_ARB );
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GLint curArrayBuffer = 0, curElemBuffer = 0;
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qglGetIntegerv( GL_ARRAY_BUFFER_BINDING_ARB, &curArrayBuffer );
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qglGetIntegerv( GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &curElemBuffer );
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qglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
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qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
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ImDrawData* drawData = ImGui::GetDrawData();
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ImGui_ImplOpenGL2_RenderDrawData( drawData );
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if( curArrayBuffer != 0 ) {
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qglBindBufferARB( GL_ARRAY_BUFFER_ARB, curArrayBuffer );
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}
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if( curElemBuffer != 0 ) {
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qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, curElemBuffer );
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}
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}
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}} //namespace D3::ImGuiHooks
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#endif // D3_ENABLE_IMGUI
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57
neo/sys/sys_imgui.h
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57
neo/sys/sys_imgui.h
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#ifndef NEO_SYS_SYS_IMGUI_H_
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#define NEO_SYS_SYS_IMGUI_H_
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#include "../libs/imgui/imgui.h"
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namespace D3 {
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namespace ImGuiHooks {
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#ifndef IMGUI_DISABLE
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extern ImGuiContext* imguiCtx; // this is only here so IsImguiEnabled() can use it inline
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inline bool IsImguiEnabled()
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{
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return imguiCtx != NULL;
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}
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// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
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extern bool Init(void* sdlWindow, void* sdlGlContext);
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extern void Shutdown();
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extern void NewFrame();
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extern bool ProcessEvent(const void* sdlEvent);
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extern void EndFrame();
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#else // IMGUI_DISABLE - just stub out everything
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inline bool IsImguiEnabled()
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{
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return false;
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}
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// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
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inline bool Init(void* sdlWindow, void* sdlGlContext)
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{
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return false;
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}
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inline void Shutdown() {}
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inline void NewFrame() {}
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inline bool ProcessEvent(const void* sdlEvent) { return false; }
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inline void EndFrame() {}
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#endif
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}} //namespace D3::ImGuiHooks
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#endif /* NEO_SYS_SYS_IMGUI_H_ */
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