dear-imgui.hs/Main.hs

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{-# LANGUAGE BlockArguments #-}
{-# LANGUAGE LambdaCase #-}
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE OverloadedStrings #-}
module Main (main) where
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import Control.Monad
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import Data.IORef
import qualified Data.Vector as Vector
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import DearImGui
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import DearImGui.OpenGL3
import DearImGui.Internal.Text (pack)
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import DearImGui.SDL
import DearImGui.SDL.OpenGL
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import Control.Exception
import Graphics.GL
import SDL
main :: IO ()
main = do
initializeAll
bracket (createWindow "Hello, Dear ImGui!" defaultWindow { windowGraphicsContext = OpenGLContext defaultOpenGL }) destroyWindow \w ->
bracket (glCreateContext w) glDeleteContext \glContext ->
bracket createContext destroyContext \_imguiContext ->
bracket_ (sdl2InitForOpenGL w glContext) sdl2Shutdown $
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bracket_ openGL3Init openGL3Shutdown do
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checkVersion
styleColorsLight
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checked <- newIORef False
color <- newIORef $ ImVec3 1 0 0
slider <- newIORef (0.42, 0, 0.314)
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r <- newIORef 4
pos <- newIORef $ ImVec2 64 64
size' <- newIORef $ ImVec2 512 512
selected <- newIORef 4
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tab1 <- newIORef True
tab2 <- newIORef True
loop w checked color slider r pos size' selected tab1 tab2
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loop
:: Window
-> IORef Bool
-> IORef ImVec3
-> IORef (Float, Float, Float)
-> IORef Int
-> IORef ImVec2
-> IORef ImVec2
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-> IORef Int
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-> IORef Bool
-> IORef Bool
-> IO ()
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loop window checked color slider r pos size' selected tab1Ref tab2Ref = do
shouldQuit <- checkEvents
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openGL3NewFrame
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sdl2NewFrame
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newFrame
-- showDemoWindow
-- showMetricsWindow
-- showAboutWindow
-- showUserGuide
setNextWindowPos pos ImGuiCond_Once Nothing
setNextWindowSize size' ImGuiCond_Once
-- Works, but will make the window contents illegible without doing something more involved.
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-- setNextWindowContentSize size'
-- setNextWindowSizeConstraints size' size'
setNextWindowCollapsed False ImGuiCond_Once
setNextWindowBgAlpha 0.42
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begin "My Window"
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text "Hello!"
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beginTabBar "My tab bar" ImGuiTabBarFlags_Reorderable >>= whenTrue do
beginTabItem "Tab 1" tab1Ref ImGuiTabItemFlags_None >>= whenTrue do
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text "Tab 1 is currently selected."
endTabItem
beginTabItem "Tab 2" tab2Ref ImGuiTabItemFlags_None >>= whenTrue do
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text "Tab 2 is selected now."
endTabItem
reOpen <- tabItemButton "ReopenTabs" ImGuiTabItemFlags_Trailing
when reOpen do
writeIORef tab1Ref True
writeIORef tab2Ref True
endTabBar
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listBox "Items" r [ "A", "B", "C" ]
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button "Click me" >>= \case
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True -> openPopup "Button Popup"
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False -> return ()
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isItemHovered >>= whenTrue do
beginTooltip
text "Tooltip?"
endTooltip
beginPopup "Button Popup" >>= whenTrue do
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button "Close" >>= whenTrue closeCurrentPopup
endPopup
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sameLine >> smallButton "Click me" >>= \case
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True -> putStrLn "Oh hi Mark"
False -> return ()
sameLine >> arrowButton "Arrow" ImGuiDir_Up
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sameLine >> checkbox "Check!" checked >>= \case
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True -> readIORef checked >>= print
False -> return ()
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separator
dragFloat3 "Slider" slider 0.1 0.0 1.0
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progressBar 0.314 (Just "Pi")
beginChild "Child" (ImVec2 0 0) True ImGuiWindowFlags_None
beginCombo "Label" "Preview" >>= whenTrue do
selectable "Testing 1"
selectable "Testing 2"
endCombo
combo "Simple" selected [ "1", "2", "3" ]
endChild
text "ListClipper"
withChildOpen "##fixed" (ImVec2 0 200) True ImGuiWindowFlags_None do
let lotsOfItems = Vector.generate 50 (pack . mappend "Item " . show)
withListClipper Nothing lotsOfItems text
text "ListClipper, Haskell-powered"
withChildOpen "##infinite" (ImVec2 0 200) True ImGuiWindowFlags_None do
let infiniteItems = map (pack . mappend "Item " . show) [0 :: Int ..]
withListClipper Nothing infiniteItems text
text "Ethereal ListClipper"
withChildOpen "##ethereal" (ImVec2 0 200) True ImGuiWindowFlags_None do
withListClipper Nothing (ClipRange (0 :: Int) 1000) $
text . pack . mappend "Item " . show
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plotHistogram "A histogram" [ 10, 10, 20, 30, 90 ]
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colorPicker3 "Test" color
treeNode "Tree Node 1" >>= whenTrue do
treeNode "Tree Node 2" >>= whenTrue do
treePop
treeNode "Tree Node 3" >>= whenTrue do
treePop
treePop
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beginMainMenuBar >>= whenTrue do
beginMenu "Hello" >>= whenTrue do
menuItem "Hello"
endMenu
beginMenu "World" >>= whenTrue do
menuItem "World"
endMenu
endMainMenuBar
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end
render
glClear GL_COLOR_BUFFER_BIT
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openGL3RenderDrawData =<< getDrawData
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glSwapWindow window
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if shouldQuit
then return ()
else loop window checked color slider r pos size' selected tab1Ref tab2Ref
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where
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checkEvents = do
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ev <- pollEventWithImGui
case ev of
Nothing -> return False
Just Event{ eventPayload } -> do
let isQuit = case eventPayload of
QuitEvent -> True
_ -> False
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(isQuit ||) <$> checkEvents
whenTrue :: IO () -> Bool -> IO ()
whenTrue io True = io
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whenTrue _io False = return ()