{-# LANGUAGE BlockArguments #-} {-# LANGUAGE LambdaCase #-} {-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE OverloadedStrings #-} module Main (main) where import Control.Monad import Data.IORef import DearImGui import DearImGui.OpenGL3 import DearImGui.SDL import DearImGui.SDL.OpenGL 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 $ bracket_ openGL3Init openGL3Shutdown do checkVersion styleColorsLight checked <- newIORef False color <- newIORef $ ImVec3 1 0 0 slider <- newIORef (0.42, 0, 0.314) r <- newIORef 4 pos <- newIORef $ ImVec2 64 64 size' <- newIORef $ ImVec2 512 512 selected <- newIORef 4 tab1 <- newIORef True tab2 <- newIORef True loop w checked color slider r pos size' selected tab1 tab2 loop :: Window -> IORef Bool -> IORef ImVec3 -> IORef (Float, Float, Float) -> IORef Int -> IORef ImVec2 -> IORef ImVec2 -> IORef Int -> IORef Bool -> IORef Bool -> IO () loop window checked color slider r pos size' selected tab1Ref tab2Ref = do shouldQuit <- checkEvents openGL3NewFrame sdl2NewFrame 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. -- setNextWindowContentSize size' -- setNextWindowSizeConstraints size' size' setNextWindowCollapsed False ImGuiCond_Once setNextWindowBgAlpha 0.42 begin "My Window" text "Hello!" beginTabBar "My tab bar" ImGuiTabBarFlags_Reorderable >>= whenTrue do beginTabItem "Tab 1" tab1Ref ImGuiTabBarFlags_None >>= whenTrue do text "Tab 1 is currently selected." endTabItem beginTabItem "Tab 2" tab2Ref ImGuiTabBarFlags_None >>= whenTrue do text "Tab 2 is selected now." endTabItem reOpen <- tabItemButton "ReopenTabs" ImGuiTabItemFlags_Trailing when reOpen do writeIORef tab1Ref True writeIORef tab2Ref True endTabBar listBox "Items" r [ "A", "B", "C" ] button "Click me" >>= \case True -> openPopup "Button Popup" False -> return () isItemHovered >>= whenTrue do beginTooltip text "Tooltip?" endTooltip beginPopup "Button Popup" >>= whenTrue do button "Close" >>= whenTrue closeCurrentPopup endPopup sameLine >> smallButton "Click me" >>= \case True -> putStrLn "Oh hi Mark" False -> return () sameLine >> arrowButton "Arrow" ImGuiDir_Up sameLine >> checkbox "Check!" checked >>= \case True -> readIORef checked >>= print False -> return () separator dragFloat3 "Slider" slider 0.1 0.0 1.0 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 plotHistogram "A histogram" [ 10, 10, 20, 30, 90 ] colorPicker3 "Test" color treeNode "Tree Node 1" >>= whenTrue do treeNode "Tree Node 2" >>= whenTrue do treePop treeNode "Tree Node 3" >>= whenTrue do treePop treePop beginMainMenuBar >>= whenTrue do beginMenu "Hello" >>= whenTrue do menuItem "Hello" endMenu beginMenu "World" >>= whenTrue do menuItem "World" endMenu endMainMenuBar end render glClear GL_COLOR_BUFFER_BIT openGL3RenderDrawData =<< getDrawData glSwapWindow window if shouldQuit then return () else loop window checked color slider r pos size' selected tab1Ref tab2Ref where checkEvents = do ev <- pollEventWithImGui case ev of Nothing -> return False Just Event{ eventPayload } -> do let isQuit = case eventPayload of QuitEvent -> True _ -> False (isQuit ||) <$> checkEvents whenTrue :: IO () -> Bool -> IO () whenTrue io True = io whenTrue _io False = return ()