From 766aa6ada482693ff11f79f2a8971cac88078fd4 Mon Sep 17 00:00:00 2001 From: Persson-dev Date: Sat, 24 Feb 2024 19:24:49 +0100 Subject: [PATCH] add imgui support --- src/gui/PivotGui.cpp | 52 +++++++++++++ src/gui/PivotGui.h | 9 +++ src/gui/mainGui.cpp | 174 +++++++++++++++++++++++++++++++++++++++++++ xmake.lua | 17 ++++- 4 files changed, 250 insertions(+), 2 deletions(-) create mode 100644 src/gui/PivotGui.cpp create mode 100644 src/gui/PivotGui.h create mode 100644 src/gui/mainGui.cpp diff --git a/src/gui/PivotGui.cpp b/src/gui/PivotGui.cpp new file mode 100644 index 0000000..252410a --- /dev/null +++ b/src/gui/PivotGui.cpp @@ -0,0 +1,52 @@ +#include "PivotGui.h" + +#include + +void PivotGui::Init() {} + +void PivotGui::Render() { + + ImGuiIO& io = ImGui::GetIO(); + + // Our state + static bool show_demo_window = true; + static bool show_another_window = false; + // 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 create 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 + + 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 / io.Framerate, io.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(); + } +} + +void PivotGui::Destroy() {} diff --git a/src/gui/PivotGui.h b/src/gui/PivotGui.h new file mode 100644 index 0000000..fac84c6 --- /dev/null +++ b/src/gui/PivotGui.h @@ -0,0 +1,9 @@ +#pragma once + +namespace PivotGui { + +void Init(); +void Render(); +void Destroy(); + +} // namespace PivotGui diff --git a/src/gui/mainGui.cpp b/src/gui/mainGui.cpp new file mode 100644 index 0000000..b50be86 --- /dev/null +++ b/src/gui/mainGui.cpp @@ -0,0 +1,174 @@ +// Dear ImGui: standalone example application for SDL2 + OpenGL +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#include +#include +#include +#include +#include +#include + +#include "PivotGui.h" + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +// Main code +int main(int, char**) { + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + 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); +#elif defined(__APPLE__) + // GL 3.2 Core + GLSL 150 + const char* glsl_version = "#version 150"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#endif + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Solver Gui", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + if (window == nullptr) { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + // ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL3_Init(glsl_version); + + // 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 a nullptr. 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. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - 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 \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See + // Makefile.emscripten for details. + // io.Fonts->AddFontDefault(); + // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + // ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, + // io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != nullptr); + + ImFontConfig cfg; + cfg.SizePixels = 30.0f; + io.Fonts->AddFontDefault(&cfg); + + PivotGui::Init(); + + // Main loop + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // 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, or clear/overwrite your copy + // of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your + // copy of the keyboard data. Generally you may always pass all inputs to dear imgui, and hide them from your application based + // on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && + event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + PivotGui::Render(); + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + SDL_GL_SwapWindow(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/xmake.lua b/xmake.lua index 1744eb4..75f1954 100644 --- a/xmake.lua +++ b/xmake.lua @@ -1,5 +1,8 @@ add_rules("mode.debug", "mode.release") +add_requires("libsdl >= 2") +add_requires("imgui", {configs = {sdl2_no_renderer = true, opengl3 = true}}) + set_languages("c++17") -- Solver Library @@ -17,9 +20,19 @@ target("PivotMain") set_rundir("$(projectdir)/matricies") add_files("src/main.cpp") add_deps("Pivot") + set_default(false) + + + + + +-- Gui interface +target("PivotGui") + set_rundir("$(projectdir)") + add_files("src/gui/*.cpp") + add_deps("Pivot") set_default(true) - - + add_packages("libsdl", "imgui")