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Tidy up image example (#96)
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@ -264,7 +264,7 @@ executable image
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import: common
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main-is: Image.hs
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hs-source-dirs: examples/sdl
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build-depends: sdl2, gl, dear-imgui, managed, vector, hmatrix
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build-depends: sdl2, gl, dear-imgui, managed, vector
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if (!flag(examples) || !flag(sdl) || !flag(opengl2))
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buildable: False
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@ -2,11 +2,16 @@
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{-# language LambdaCase #-}
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{-# language OverloadedStrings #-}
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{- | Drawing an DearImGui image using OpenGL textures.
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https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
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-}
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module Main ( main ) where
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import Control.Exception
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import Control.Monad.IO.Class
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import Control.Monad.Managed
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import Control.Monad.IO.Class (MonadIO(..))
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import Control.Monad.Managed (managed, managed_, runManaged)
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import DearImGui
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import qualified DearImGui.Raw as Raw
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import DearImGui.OpenGL3
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@ -17,117 +22,143 @@ import qualified SDL as SDL
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-- For the texture creation
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import Foreign
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import Foreign.Ptr
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import qualified Numeric.LinearAlgebra as M
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import Foreign.Marshal.Alloc
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import Data.IORef
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import qualified Data.Vector.Storable as VS
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data Texture = Texture {textureID :: GLuint, textureWidth :: GLsizei, textureHeight :: GLsizei}
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data Texture = Texture
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{ textureID :: GLuint
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, textureWidth :: GLsizei
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, textureHeight :: GLsizei
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}
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-- |Creates a texture in memory
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--
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-- Reserves space on the texture-memory for width*height
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textureSize :: Texture -> ImVec2
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textureSize texture =
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ImVec2
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(fromIntegral $ textureWidth texture)
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(fromIntegral $ textureHeight texture)
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-- | Create a texture pointer in GL memory.
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create2DTexture :: Int -> Int -> IO Texture
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create2DTexture width height = do
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alloca $ \ptr -> do
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create2DTexture width height =
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alloca \ptr -> do
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glGenTextures 1 ptr
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tID <- peek ptr
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return Texture {textureID = tID, textureWidth = fromIntegral width, textureHeight = fromIntegral height}
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return Texture
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{ textureID = tID
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, textureWidth = fromIntegral width
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, textureHeight = fromIntegral height
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}
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--createDummyTexture :: IORef Texture -> M.Matrix (Float) -> IO ()
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--createDummyTexture texture matrix = do
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createDummyTexture :: Texture -> IO ()
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createDummyTexture texture = do
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let width = textureWidth texture
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let height = textureWidth texture
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bindTexture :: Texture -> Ptr GLubyte -> IO ()
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bindTexture texture dataPtr = do
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glEnable GL_TEXTURE_2D
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glBindTexture GL_TEXTURE_2D $ textureID texture
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glBindTexture GL_TEXTURE_2D (textureID texture)
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glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR
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glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_LINEAR
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glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_REPEAT
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glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_REPEAT
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let dat = VS.generate (3*(fromIntegral width)*(fromIntegral height)) (\i -> fromIntegral $ 17 + (50 * (i `mod` 3)):: GLubyte) :: VS.Vector GLubyte -- some blueish
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VS.unsafeWith dat $ \dataPtr -> do
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glTexImage2D GL_TEXTURE_2D 0 GL_RGB width height 0 GL_RGB GL_UNSIGNED_BYTE (castPtr dataPtr)
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return()
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glBindTexture GL_TEXTURE_2D 0
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return ()
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gui :: IO ()
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gui = do
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glTexImage2D
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GL_TEXTURE_2D
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0
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GL_RGB
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(textureWidth texture)
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(textureHeight texture)
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0
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GL_RGB
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GL_UNSIGNED_BYTE
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(castPtr dataPtr)
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fill :: Integral size => size -> size -> VS.Vector GLubyte
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fill width height =
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VS.generate
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(3 * fromIntegral width * fromIntegral height)
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(\i ->
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case i `mod` 3 of
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0 -> 0x00
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1 -> 0x7F
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2 -> 0xFF
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_ -> error "assert: 3-byte pitch"
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)
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main :: IO ()
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main = do
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-- Initialize SDL
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SDL.initializeAll
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runManaged do
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-- Create a window using SDL. As we're using OpenGL, we need to enable OpenGL too.
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w <- do
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window <- do
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let title = "Hello, Dear ImGui!"
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let config = SDL.defaultWindow { SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL, SDL.windowResizable = True }
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managed $ bracket (SDL.createWindow title config) SDL.destroyWindow
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-- Create an OpenGL context
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glContext <- managed $ bracket (SDL.glCreateContext w) SDL.glDeleteContext
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glContext <- managed $ bracket (SDL.glCreateContext window) SDL.glDeleteContext
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-- Create an ImGui context
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_ <- managed $ bracket createContext destroyContext
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_dearContext <- managed $ bracket createContext destroyContext
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-- Initialize ImGui's SDL2 backend
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_ <- managed_ $ bracket_ (sdl2InitForOpenGL w glContext) sdl2Shutdown
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managed_ $ bracket_ (sdl2InitForOpenGL window glContext) sdl2Shutdown
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-- Initialize ImGui's OpenGL backend
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_ <- managed_ $ bracket_ openGL3Init (do
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managed_ $ bracket_ openGL3Init do
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putStrLn "ImguiOpenGL shut down"
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openGL3Shutdown)
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openGL3Shutdown
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liftIO $ do
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txt <- create2DTexture 500 500
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createDummyTexture txt
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liftIO do
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let width = 320
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height = 240
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texture <- create2DTexture width height
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VS.unsafeWith (fill width height) $
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bindTexture texture
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err <- glGetError
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putStrLn $ "Error-code: " ++ show err
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liftIO $ do
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mainLoop w 1 -- 1 is actually the Ptr address
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putStrLn $ "Error-code: " ++ show err
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mainLoop window texture
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mainLoop :: SDL.Window -> GLuint -> IO ()
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mainLoop w c = do
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-- Process the event loop
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untilNothingM pollEventWithImGui
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mainLoop :: SDL.Window -> Texture -> IO ()
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mainLoop window texture = unlessQuit do
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-- Tell ImGui we're starting a new frame
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openGL3NewFrame
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sdl2NewFrame
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newFrame
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-- Build the GUI
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bracket_ (begin "GL") end $ do
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-- image (intPtrToPtr $ fromIntegral c) (ImVec2 500 500)(ImVec2 0 0)(ImVec2 1 1)(ImVec4 1 1 1 1)(ImVec4 0 0 0 0)
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Foreign.with (ImVec2 500 500) \sizePtr ->
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Foreign.with (ImVec2 0 0) \uv0Ptr ->
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Foreign.with (ImVec2 1 1) \uv1Ptr ->
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Foreign.with (ImVec4 1 1 1 1) \tintColPtr ->
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Foreign.with (ImVec4 0 0 0 0) \borderColPtr -> do
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Raw.image (intPtrToPtr $ fromIntegral c) sizePtr uv0Ptr uv1Ptr tintColPtr borderColPtr
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withWindowOpen "Image example" $ runManaged do
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-- Drawing images require some backend-specific code.
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-- Meanwhile, we have to deal with raw binding.
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let openGLtextureID = intPtrToPtr $ fromIntegral $ textureID texture
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sizePtr <- managed $ Foreign.with (textureSize texture)
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uv0Ptr <- managed $ Foreign.with (ImVec2 0 0)
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uv1Ptr <- managed $ Foreign.with (ImVec2 1 1)
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tintColPtr <- managed $ Foreign.with (ImVec4 1 1 1 1)
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borderColPtr <- managed $ Foreign.with (ImVec4 0 1 0 0)
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Raw.image openGLtextureID sizePtr uv0Ptr uv1Ptr tintColPtr borderColPtr
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-- Render
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render
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glClear GL_COLOR_BUFFER_BIT
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openGL3RenderDrawData =<< getDrawData
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DearImGui.render
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DearImGui.getDrawData >>= openGL3RenderDrawData
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SDL.glSwapWindow w
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SDL.glSwapWindow window
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mainLoop w c
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mainLoop window texture
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where
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untilNothingM m = m >>= maybe (return ()) (\_ -> untilNothingM m)
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unlessQuit action = do
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shouldQuit <- checkEvents
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if shouldQuit then pure () else action
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main = do gui
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checkEvents = do
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pollEventWithImGui >>= \case
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Nothing ->
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return False
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Just event ->
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(isQuit event ||) <$> checkEvents
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isQuit event =
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SDL.eventPayload event == SDL.QuitEvent
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@ -559,22 +559,18 @@ arrowButton strIdPtr dir = liftIO do
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(0 /=) <$> [C.exp| bool { ArrowButton($(char* strIdPtr), $(ImGuiDir dir)) } |]
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-- | Image Area to draw a texture
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-- | Image Area to draw a texture.
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--
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-- Wraps @ImGui::Image()
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-- For OpenGL: The @userTextureIDPtr@ points to the texture memory (eg. @0x0000000000000001@)
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--
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-- For OpenGL: The userTextureIDPtr points to the texture memory (eg. 0x0x0000000000000001), it is the number from glBindTexture.
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-- Eg:
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-- glBindTexture GL_TEXTURE_2D $ textureID texture
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-- -- fill textureID
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-- image (intPtrToPtr $ fromIntegral textureID) (ImVec2 500 500)(ImVec2 0 0)(ImVec2 1 1)(ImVec4 1 1 1 1)(ImVec4 0 0 0 0)
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-- See @examples/sdl/Image.hs@ for the whole process.
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--
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-- See https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#About-texture-coordinates and under examples/sdl/Image.hs
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image :: (MonadIO m) => Ptr ()-> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec4 -> Ptr ImVec4 -> m()
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-- Wraps @ImGui::Image()@.
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image :: (MonadIO m) => Ptr () -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec4 -> Ptr ImVec4 -> m ()
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image userTextureIDPtr sizePtr uv0Ptr uv1Ptr tintColPtr borderColPtr = liftIO do
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[C.exp| void {
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[C.exp| void {
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Image(
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$(void* userTextureIDPtr),
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$(void* userTextureIDPtr),
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*$(ImVec2* sizePtr),
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*$(ImVec2* uv0Ptr),
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*$(ImVec2* uv1Ptr),
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