Update README (#194)

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svært 2024-02-04 19:24:06 +01:00 committed by GitHub
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2 changed files with 62 additions and 70 deletions

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@ -31,29 +31,30 @@ package dear-imgui
With this done, the following module is the "Hello, World!" of ImGui: With this done, the following module is the "Hello, World!" of ImGui:
``` haskell ``` haskell
{-# language BlockArguments #-}
{-# language LambdaCase #-}
{-# language OverloadedStrings #-} {-# language OverloadedStrings #-}
module Main ( main ) where module Main ( main ) where
import Control.Exception
import Control.Monad.IO.Class
import Control.Monad.Managed
import DearImGui import DearImGui
import DearImGui.OpenGL2 import DearImGui.OpenGL3
import DearImGui.SDL import DearImGui.SDL
import DearImGui.SDL.OpenGL import DearImGui.SDL.OpenGL
import Graphics.GL import Graphics.GL
import SDL import SDL
import Control.Monad.Managed
import Control.Monad.IO.Class ()
import Control.Monad (when, unless)
import Control.Exception (bracket, bracket_)
main :: IO () main :: IO ()
main = do main = do
-- Initialize SDL -- Initialize SDL
initializeAll initializeAll
runManaged do runManaged $ do
-- Create a window using SDL. As we're using OpenGL, we need to enable OpenGL too. -- Create a window using SDL; as we're using OpenGL, we enable OpenGL too
window <- do window <- do
let title = "Hello, Dear ImGui!" let title = "Hello, Dear ImGui!"
let config = defaultWindow { windowGraphicsContext = OpenGLContext defaultOpenGL } let config = defaultWindow { windowGraphicsContext = OpenGLContext defaultOpenGL }
@ -61,64 +62,59 @@ main = do
-- Create an OpenGL context -- Create an OpenGL context
glContext <- managed $ bracket (glCreateContext window) glDeleteContext glContext <- managed $ bracket (glCreateContext window) glDeleteContext
-- Create an ImGui context -- Create an ImGui context
_ <- managed $ bracket createContext destroyContext _ <- managed $ bracket createContext destroyContext
-- Initialize ImGui's SDL2 backend -- Initialize ImGui's SDL2 backend
_ <- managed_ $ bracket_ (sdl2InitForOpenGL window glContext) sdl2Shutdown managed_ $ bracket_ (sdl2InitForOpenGL window glContext) sdl2Shutdown
-- Initialize ImGui's OpenGL backend -- Initialize ImGui's OpenGL backend
_ <- managed_ $ bracket_ openGL2Init openGL2Shutdown managed_ $ bracket_ openGL3Init openGL3Shutdown
liftIO $ mainLoop window liftIO $ mainLoop window
mainLoop :: Window -> IO () mainLoop :: Window -> IO ()
mainLoop window = unlessQuit do mainLoop window = unlessQuit $ do
-- Tell ImGui we're starting a new frame -- Tell ImGui we're starting a new frame
openGL2NewFrame openGL3NewFrame
sdl2NewFrame sdl2NewFrame
newFrame newFrame
-- Build the GUI -- Build the GUI
withWindowOpen "Hello, ImGui!" do withWindowOpen "Hello, ImGui!" $ do
-- Add a text widget -- Add a text widget
text "Hello, ImGui!" text "Hello, ImGui!"
-- Add a button widget, and call 'putStrLn' when it's clicked -- Add a button widget, and call 'putStrLn' when it's clicked
button "Clickety Click" >>= \case button "Clickety Click" >>= \clicked ->
False -> return () when clicked $ putStrLn "Ow!"
True -> putStrLn "Ow!"
-- Show the ImGui demo window -- Show the ImGui demo window
showDemoWindow showDemoWindow
-- Render -- Render
glClear GL_COLOR_BUFFER_BIT glClear GL_COLOR_BUFFER_BIT
render render
openGL2RenderDrawData =<< getDrawData openGL3RenderDrawData =<< getDrawData
glSwapWindow window glSwapWindow window
mainLoop window mainLoop window
where where
-- Process the event loop -- Process the event loop
unlessQuit action = do unlessQuit action = do
shouldQuit <- checkEvents shouldQuit <- gotQuitEvent
if shouldQuit then pure () else action unless shouldQuit action
checkEvents = do gotQuitEvent = do
pollEventWithImGui >>= \case ev <- pollEventWithImGui
Nothing ->
return False
Just event ->
(isQuit event ||) <$> checkEvents
isQuit event = case ev of
SDL.eventPayload event == SDL.QuitEvent Nothing ->
return False
Just event ->
(isQuit event ||) <$> gotQuitEvent
isQuit event =
eventPayload event == QuitEvent
``` ```
# Hacking # Hacking

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@ -1,29 +1,30 @@
-- NOTE: If this is file is edited, please also copy and paste it into -- NOTE: If this is file is edited, please also copy and paste it into
-- README.md. -- README.md.
{-# language BlockArguments #-}
{-# language LambdaCase #-}
{-# language OverloadedStrings #-} {-# language OverloadedStrings #-}
module Main ( main ) where module Main ( main ) where
import Control.Exception
import Control.Monad.IO.Class
import Control.Monad.Managed
import DearImGui import DearImGui
import DearImGui.OpenGL2 import DearImGui.OpenGL3
import DearImGui.SDL import DearImGui.SDL
import DearImGui.SDL.OpenGL import DearImGui.SDL.OpenGL
import Graphics.GL import Graphics.GL
import SDL import SDL
import Control.Monad.Managed
import Control.Monad.IO.Class ()
import Control.Monad (when, unless)
import Control.Exception (bracket, bracket_)
main :: IO () main :: IO ()
main = do main = do
-- Initialize SDL -- Initialize SDL
initializeAll initializeAll
runManaged do runManaged $ do
-- Create a window using SDL. As we're using OpenGL, we need to enable OpenGL too. -- Create a window using SDL; as we're using OpenGL, we enable OpenGL too
window <- do window <- do
let title = "Hello, Dear ImGui!" let title = "Hello, Dear ImGui!"
let config = defaultWindow { windowGraphicsContext = OpenGLContext defaultOpenGL } let config = defaultWindow { windowGraphicsContext = OpenGLContext defaultOpenGL }
@ -31,61 +32,56 @@ main = do
-- Create an OpenGL context -- Create an OpenGL context
glContext <- managed $ bracket (glCreateContext window) glDeleteContext glContext <- managed $ bracket (glCreateContext window) glDeleteContext
-- Create an ImGui context -- Create an ImGui context
_ <- managed $ bracket createContext destroyContext _ <- managed $ bracket createContext destroyContext
-- Initialize ImGui's SDL2 backend -- Initialize ImGui's SDL2 backend
_ <- managed_ $ bracket_ (sdl2InitForOpenGL window glContext) sdl2Shutdown managed_ $ bracket_ (sdl2InitForOpenGL window glContext) sdl2Shutdown
-- Initialize ImGui's OpenGL backend -- Initialize ImGui's OpenGL backend
_ <- managed_ $ bracket_ openGL2Init openGL2Shutdown managed_ $ bracket_ openGL3Init openGL3Shutdown
liftIO $ mainLoop window liftIO $ mainLoop window
mainLoop :: Window -> IO () mainLoop :: Window -> IO ()
mainLoop window = unlessQuit do mainLoop window = unlessQuit $ do
-- Tell ImGui we're starting a new frame -- Tell ImGui we're starting a new frame
openGL2NewFrame openGL3NewFrame
sdl2NewFrame sdl2NewFrame
newFrame newFrame
-- Build the GUI -- Build the GUI
withWindowOpen "Hello, ImGui!" do withWindowOpen "Hello, ImGui!" $ do
-- Add a text widget -- Add a text widget
text "Hello, ImGui!" text "Hello, ImGui!"
-- Add a button widget, and call 'putStrLn' when it's clicked -- Add a button widget, and call 'putStrLn' when it's clicked
button "Clickety Click" >>= \case button "Clickety Click" >>= \clicked ->
False -> return () when clicked $ putStrLn "Ow!"
True -> putStrLn "Ow!"
-- Show the ImGui demo window -- Show the ImGui demo window
showDemoWindow showDemoWindow
-- Render -- Render
glClear GL_COLOR_BUFFER_BIT glClear GL_COLOR_BUFFER_BIT
render render
openGL2RenderDrawData =<< getDrawData openGL3RenderDrawData =<< getDrawData
glSwapWindow window glSwapWindow window
mainLoop window mainLoop window
where where
-- Process the event loop -- Process the event loop
unlessQuit action = do unlessQuit action = do
shouldQuit <- checkEvents shouldQuit <- gotQuitEvent
if shouldQuit then pure () else action unless shouldQuit action
checkEvents = do gotQuitEvent = do
pollEventWithImGui >>= \case ev <- pollEventWithImGui
Nothing ->
return False
Just event ->
(isQuit event ||) <$> checkEvents
isQuit event = case ev of
SDL.eventPayload event == SDL.QuitEvent Nothing ->
return False
Just event ->
(isQuit event ||) <$> gotQuitEvent
isQuit event =
eventPayload event == QuitEvent