{-# language BlockArguments #-} {-# language LambdaCase #-} {-# language OverloadedStrings #-} {- | Drawing an DearImGui image using OpenGL textures. https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples -} module Main ( main ) where import Control.Exception import Control.Monad.IO.Class (MonadIO(..)) import Control.Monad.Managed (managed, managed_, runManaged) import DearImGui import qualified DearImGui.Raw as Raw import DearImGui.OpenGL3 import DearImGui.SDL import DearImGui.SDL.OpenGL import Graphics.GL import qualified SDL as SDL -- For the texture creation import Foreign import qualified Data.Vector.Storable as VS data Texture = Texture { textureID :: GLuint , textureWidth :: GLsizei , textureHeight :: GLsizei } deriving (Show) textureSize :: Texture -> ImVec2 textureSize texture = ImVec2 (fromIntegral $ textureWidth texture) (fromIntegral $ textureHeight texture) -- | Create a texture pointer in GL memory. create2DTexture :: Int -> Int -> IO Texture create2DTexture width height = alloca \ptr -> do glGenTextures 1 ptr tID <- peek ptr return Texture { textureID = tID , textureWidth = fromIntegral width , textureHeight = fromIntegral height } bindTexture :: Texture -> Ptr GLubyte -> IO () bindTexture texture dataPtr = do glEnable GL_TEXTURE_2D glBindTexture GL_TEXTURE_2D (textureID texture) glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_LINEAR glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_REPEAT glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_REPEAT glTexImage2D GL_TEXTURE_2D 0 GL_RGB (textureWidth texture) (textureHeight texture) 0 GL_RGB GL_UNSIGNED_BYTE (castPtr dataPtr) fill :: Texture -> (GLubyte, GLubyte, GLubyte) -> VS.Vector GLubyte fill texture (r, g, b) = VS.generate (3 * width * height) (\i -> case i `mod` 3 of 0 -> r 1 -> g 2 -> b _ -> error "assert: 3-byte pitch" ) where width = fromIntegral (textureWidth texture) height = fromIntegral (textureHeight texture) main :: IO () main = do -- Initialize SDL SDL.initializeAll runManaged do -- Create a window using SDL. As we're using OpenGL, we need to enable OpenGL too. window <- do let title = "Hello, Dear ImGui!" let config = SDL.defaultWindow { SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL, SDL.windowResizable = True } managed $ bracket (SDL.createWindow title config) SDL.destroyWindow -- Create an OpenGL context glContext <- managed $ bracket (SDL.glCreateContext window) SDL.glDeleteContext -- Create an ImGui context _dearContext <- managed $ bracket createContext destroyContext -- Initialize ImGui's SDL2 backend managed_ $ bracket_ (sdl2InitForOpenGL window glContext) sdl2Shutdown -- Initialize ImGui's OpenGL backend managed_ $ bracket_ openGL3Init do putStrLn "ImguiOpenGL shut down" openGL3Shutdown liftIO do blueish <- create2DTexture 320 240 VS.unsafeWith (fill blueish (0x00, 0x7F, 0xFF)) $ bindTexture blueish pinkish <- create2DTexture 240 320 VS.unsafeWith (fill pinkish (0xFF, 0x00, 0x7F)) $ bindTexture pinkish err <- glGetError putStrLn $ "Error-code: " ++ show err print (blueish, pinkish) mainLoop window (blueish, pinkish) False mainLoop :: SDL.Window -> (Texture, Texture) -> Bool -> IO () mainLoop window textures flag = unlessQuit do -- Tell ImGui we're starting a new frame openGL3NewFrame sdl2NewFrame newFrame -- Build the GUI clicked <- withWindow "Image example" \open -> if open then do text "That's an image, click it" newLine let texture = if flag then fst textures else snd textures -- Drawing images require some backend-specific code. -- Meanwhile, we have to deal with raw binding. let openGLtextureID = intPtrToPtr $ fromIntegral $ textureID texture Foreign.with (textureSize texture) \sizePtr -> Foreign.with (ImVec2 0 0) \uv0Ptr -> Foreign.with (ImVec2 1 1) \uv1Ptr -> Foreign.with (ImVec4 1 1 1 1) \tintColPtr -> Foreign.with (ImVec4 1 1 1 1) \bgColPtr -> Raw.imageButton openGLtextureID sizePtr uv0Ptr uv1Ptr (-1) bgColPtr tintColPtr else pure False -- Render glClear GL_COLOR_BUFFER_BIT DearImGui.render DearImGui.getDrawData >>= openGL3RenderDrawData SDL.glSwapWindow window mainLoop window textures (flag /= clicked) where unlessQuit action = do shouldQuit <- checkEvents if shouldQuit then pure () else action checkEvents = do pollEventWithImGui >>= \case Nothing -> return False Just event -> (isQuit event ||) <$> checkEvents isQuit event = SDL.eventPayload event == SDL.QuitEvent