mirror of
https://github.com/Drezil/imgui.git
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Merge pull request #375 from gzito/master
Examples: Added example app for the Marmalade platform.
This commit is contained in:
commit
81927b073e
@ -52,3 +52,7 @@ sdl_opengl_example/
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allegro5_example/
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Allegro 5 example.
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marmalade_example/
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Marmalade example using IwGx
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32
examples/marmalade_example/data/app.icf
Normal file
32
examples/marmalade_example/data/app.icf
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@ -0,0 +1,32 @@
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# This file is for configuration settings for your
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# application.
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#
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# The syntax is similar to windows .ini files ie
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#
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# [GroupName]
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# Setting = Value
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#
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# Which can be read by your application using
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# e.g s3eConfigGetString("GroupName", "Setting", string)
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#
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# All settings must be documented in .config.txt files.
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# New settings specific to this application should be
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# documented in app.config.txt
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#
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# Some conditional operations are also permitted, see the
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# S3E documentation for details.
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[S3E]
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MemSize=6000000
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MemSizeDebug=6000000
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DispFixRot=FixedLandscape
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# emulate iphone 5 resolution, change these settings to emulate other display resolution
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WinWidth=1136
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WinHeight=640
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[GX]
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DataCacheSize=131070
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[Util]
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#MemoryBreakpoint=1282
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320
examples/marmalade_example/imgui_impl_marmalade.cpp
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320
examples/marmalade_example/imgui_impl_marmalade.cpp
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@ -0,0 +1,320 @@
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// ImGui Marmalade binding with IwGx
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// Copyright (C) 2015 by Giovanni Zito
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// This file is part of ImGui
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// https://github.com/ocornut/imgui
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#include <imgui.h>
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#include "imgui_impl_marmalade.h"
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#include <s3eClipboard.h>
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#include <s3ePointer.h>
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#include <s3eKeyboard.h>
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#include <IwTexture.h>
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#include <IwGx.h>
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// Data
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static double g_Time = 0.0f;
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static bool g_MousePressed[3] = { false, false, false };
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static float g_MouseWheel = 0.0f;
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static CIwTexture* g_FontTexture = 0;
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static char* g_ClipboardText = 0 ;
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static bool g_osdKeyboardEnabled = false ;
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// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
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static ImVec2 g_scale = ImVec2(1.0f,1.0f) ;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
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{
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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ImGuiIO& io = ImGui::GetIO();
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Render command lists
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for(int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
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const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
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int nVert = cmd_list->VtxBuffer.size() ;
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CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
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CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
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CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ;
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for( int i=0; i < nVert; i++ ) {
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// todo - optimize multiplication on gpu using vertex shader
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pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x ;
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pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y ;
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pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ;
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pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ;
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pColStream[i] = cmd_list->VtxBuffer[i].col ;
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}
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IwGxSetVertStreamScreenSpace(pVertStream,nVert) ;
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IwGxSetUVStream(pUVStream) ;
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IwGxSetColStream(pColStream,nVert) ;
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IwGxSetNormStream(0) ;
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for(int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if(pcmd->UserCallback)
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{
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pcmd->UserCallback(cmd_list,pcmd);
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}
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else
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{
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CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL() ;
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pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT) ;
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pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE) ;
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pCurrentMaterial->SetFiltering(false) ;
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pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND) ;
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pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
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pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
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pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId) ;
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IwGxSetMaterial(pCurrentMaterial) ;
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IwGxDrawPrims(IW_GX_TRI_LIST,(uint16*)idx_buffer,pcmd->ElemCount) ;
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}
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idx_buffer += pcmd->ElemCount;
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}
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IwGxFlush() ;
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}
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// TODO restore modified state (i.e. mvp matrix)
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}
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static const char* ImGui_Marmalade_GetClipboardText()
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{
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if(s3eClipboardAvailable()) {
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int size = s3eClipboardGetText( NULL, 0 );
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if( size > 0 ) {
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if(g_ClipboardText) {
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delete[] g_ClipboardText ;
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g_ClipboardText = 0 ;
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}
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g_ClipboardText = new char[size] ;
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g_ClipboardText[0] = '\0' ;
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s3eClipboardGetText(g_ClipboardText,size) ;
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}
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}
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return g_ClipboardText ;
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}
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static void ImGui_Marmalade_SetClipboardText(const char* text)
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{
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if( s3eClipboardAvailable() ) {
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s3eClipboardSetText(text);
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}
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}
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData)
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{
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// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
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// button was pressed. For touchscreens this should always have the value
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// S3E_POINTER_BUTTON_SELECT
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s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData ;
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if(pEvent->m_Pressed==1) {
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if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) {
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g_MousePressed[0] = true;
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}
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if(pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) {
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g_MousePressed[1] = true;
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}
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if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) {
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g_MousePressed[2] = true;
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}
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if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) {
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g_MouseWheel += pEvent->m_y ;
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}
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if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) {
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g_MouseWheel += pEvent->m_y ;
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}
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}
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return 0;
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}
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//void ImGui_Marmalade_ScrollCallback(double /*xoffset*/,double yoffset)
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//{
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// g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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//}
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int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData ;
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if( e->m_Pressed == 1 ) {
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io.KeysDown[e->m_Key] = true;
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}
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if(e->m_Pressed == 0) {
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io.KeysDown[e->m_Key] = false;
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}
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io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN ;
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io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN ;
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io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN ;
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return 0 ;
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}
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int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ;
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if( (e->m_Char > 0 && e->m_Char < 0x10000) ) {
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io.AddInputCharacter((unsigned short)e->m_Char);
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}
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return 0 ;
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}
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bool ImGui_Marmalade_CreateDeviceObjects()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Build texture atlas
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Create texture
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g_FontTexture = new CIwTexture() ;
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g_FontTexture->SetModifiable(true) ;
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CIwImage& image = g_FontTexture->GetImage() ;
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image.SetFormat(CIwImage::ARGB_8888) ;
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image.SetWidth(width) ;
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image.SetHeight(height) ;
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image.SetBuffers(); // allocates and own buffers
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image.ReadTexels(pixels) ;
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g_FontTexture->SetMipMapping(false) ;
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g_FontTexture->SetFiltering(false) ;
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g_FontTexture->Upload() ;
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// Store the pointer
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io.Fonts->TexID = (void *)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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return true;
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}
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void ImGui_Marmalade_InvalidateDeviceObjects()
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{
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if(g_ClipboardText) {
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delete[] g_ClipboardText ;
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g_ClipboardText = 0 ;
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}
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if (g_FontTexture)
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{
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delete g_FontTexture ;
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ImGui::GetIO().Fonts->TexID = 0;
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g_FontTexture = 0;
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}
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}
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bool ImGui_Marmalade_Init( bool install_callbacks)
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{
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IwGxInit() ;
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
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io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
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io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
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io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
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io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
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io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
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io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
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io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
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io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
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io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
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io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
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io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
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io.KeyMap[ImGuiKey_A] = s3eKeyA;
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io.KeyMap[ImGuiKey_C] = s3eKeyC;
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io.KeyMap[ImGuiKey_V] = s3eKeyV;
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io.KeyMap[ImGuiKey_X] = s3eKeyX;
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io.KeyMap[ImGuiKey_Y] = s3eKeyY;
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io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
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io.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
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io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
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if (install_callbacks)
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{
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s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ;
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s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ;
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s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ;
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||||
}
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|
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return true;
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||||
}
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void ImGui_Marmalade_Shutdown()
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{
|
||||
ImGui_Marmalade_InvalidateDeviceObjects();
|
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ImGui::Shutdown();
|
||||
IwGxTerminate();
|
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}
|
||||
|
||||
void ImGui_Marmalade_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture) {
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||||
ImGui_Marmalade_CreateDeviceObjects();
|
||||
}
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||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight() ;
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
|
||||
io.DisplayFramebufferScale = g_scale;
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|
||||
// Setup time step
|
||||
double current_time = s3eTimerGetUST() / 1000.0f ;
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
double mouse_x, mouse_y;
|
||||
mouse_x = s3ePointerGetX();
|
||||
mouse_y = s3ePointerGetY();
|
||||
io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
g_MousePressed[i] = false;
|
||||
}
|
||||
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
|
||||
// show/hide OSD keyboard
|
||||
if( io.WantTextInput ) { // some text input widget is active?
|
||||
if( !g_osdKeyboardEnabled ) {
|
||||
g_osdKeyboardEnabled = true ;
|
||||
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ; // show OSD keyboard
|
||||
}
|
||||
}
|
||||
else { // no text input widget is active
|
||||
if(g_osdKeyboardEnabled) {
|
||||
g_osdKeyboardEnabled = false ;
|
||||
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,0) ; // hide OSD keyboard
|
||||
}
|
||||
}
|
||||
}
|
19
examples/marmalade_example/imgui_impl_marmalade.h
Normal file
19
examples/marmalade_example/imgui_impl_marmalade.h
Normal file
@ -0,0 +1,19 @@
|
||||
// ImGui Marmalade binding with IwGx
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of ImGui
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks);
|
||||
IMGUI_API void ImGui_Marmalade_Shutdown();
|
||||
IMGUI_API void ImGui_Marmalade_NewFrame();
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_API void ImGui_Marmalade_InvalidateDeviceObjects();
|
||||
IMGUI_API bool ImGui_Marmalade_CreateDeviceObjects();
|
||||
|
||||
// callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
||||
// You can also handle inputs yourself and use those as a reference.
|
||||
IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData);
|
||||
//IMGUI_API void ImGui_Marmalade_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData,void* userData);
|
||||
IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData);
|
91
examples/marmalade_example/main.cpp
Normal file
91
examples/marmalade_example/main.cpp
Normal file
@ -0,0 +1,91 @@
|
||||
// ImGui - standalone example application for Marmalade
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of ImGui
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_marmalade.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#include <s3eKeyboard.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <IwGx.h>
|
||||
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup ImGui binding
|
||||
ImGui_Marmalade_Init(true);
|
||||
|
||||
// Load Fonts
|
||||
// (see extra_fonts/README.txt for more details)
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
|
||||
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
|
||||
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImColor(114, 144, 154);
|
||||
|
||||
// Main loop
|
||||
while (true)
|
||||
{
|
||||
if( s3eDeviceCheckQuitRequest() )
|
||||
break;
|
||||
|
||||
s3eKeyboardUpdate() ;
|
||||
s3ePointerUpdate() ;
|
||||
ImGui_Marmalade_NewFrame();
|
||||
|
||||
// 1. Show a simple window
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Text("Hello");
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||
if (show_test_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
|
||||
IwGxClear();
|
||||
ImGui::Render();
|
||||
IwGxSwapBuffers();
|
||||
|
||||
s3eDeviceYield(0) ;
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_Marmalade_Shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
44
examples/marmalade_example/marmalade_example.mkb
Normal file
44
examples/marmalade_example/marmalade_example.mkb
Normal file
@ -0,0 +1,44 @@
|
||||
#!/usr/bin/env mkb
|
||||
|
||||
# ImGui - standalone example application for Marmalade
|
||||
# Copyright (C) 2015 by Giovanni Zito
|
||||
# This file is part of ImGui
|
||||
# https://github.com/ocornut/imgui
|
||||
|
||||
define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
|
||||
define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
|
||||
define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
|
||||
define _snprintf=snprintf
|
||||
|
||||
options
|
||||
{
|
||||
optimise-speed=1
|
||||
}
|
||||
|
||||
includepaths
|
||||
{
|
||||
../..
|
||||
}
|
||||
|
||||
subprojects
|
||||
{
|
||||
iwgx
|
||||
}
|
||||
|
||||
files
|
||||
{
|
||||
(.)
|
||||
["imgui"]
|
||||
../../imgui.cpp
|
||||
../../imgui_demo.cpp
|
||||
../../imgui_draw.cpp
|
||||
../../imconfig.h
|
||||
../../imgui.h
|
||||
../../imgui_internal.h
|
||||
|
||||
["imgui","Marmalade binding"]
|
||||
imgui_impl_marmalade.h
|
||||
imgui_impl_marmalade.cpp
|
||||
main.cpp
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user