mirror of
https://github.com/Drezil/dear-imgui.hs.git
synced 2024-11-22 16:57:00 +00:00
f3b85899f2
Raw.image and sdl2/gl example "image" Wrappers should be backend-specific due to different handling of `userTextureIDPtr`.
134 lines
4.0 KiB
Haskell
134 lines
4.0 KiB
Haskell
{-# language BlockArguments #-}
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{-# language LambdaCase #-}
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{-# language OverloadedStrings #-}
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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 DearImGui
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import qualified DearImGui.Raw as Raw
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import DearImGui.OpenGL3
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import DearImGui.SDL
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import DearImGui.SDL.OpenGL
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import Graphics.GL
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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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-- |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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create2DTexture :: Int -> Int -> IO Texture
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create2DTexture width height = do
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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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--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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glEnable GL_TEXTURE_2D
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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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-- 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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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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-- Create an ImGui context
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_ <- 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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-- Initialize ImGui's OpenGL backend
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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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liftIO $ do
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txt <- create2DTexture 500 500
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createDummyTexture txt
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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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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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-- 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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-- 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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SDL.glSwapWindow w
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mainLoop w c
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where
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untilNothingM m = m >>= maybe (return ()) (\_ -> untilNothingM m)
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main = do gui
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