work on layers
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@@ -1,26 +1,33 @@
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#include "WindowModule.h"
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WindowModule::~WindowModule() {
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if(window)
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delete window;
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if(layers)
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delete layers;
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if(renderer)
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delete renderer;
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if(window)
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delete window;
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}
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void WindowModule::onLoad() {
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window = new Archimedes::Window();
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//renderer = new Archimedes::Renderer();
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//window->setRenderer(renderer);
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renderer = window->getRenderer();
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renderer = new Archimedes::Renderer();
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window->setRenderer(renderer);
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//renderer = window->getRenderer();
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layers = new Archimedes::Layerstack();
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if(!renderer->init()) {
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std::cout << "Renderer init failed!\n";
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std::abort();
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}
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renderer->getCmdList().push_back([this](){ layers->renderAll(); });
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data["window"] = window->getWindowImpl().getWindow();
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data["renderCmdList"] = &renderer->getCmdList();
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}
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@@ -11,6 +11,7 @@
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#include "utils/Window/Window.h"
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#include "utils/Renderer/Renderer.h"
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#include "utils/Layers/Layerstack.h"
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class WindowModule : public Archimedes::Module {
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@@ -27,12 +28,16 @@ class WindowModule : public Archimedes::Module {
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void onLoad();
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//interface for other modules
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std::string sayHello() { return "Call from TestImgui!"; }
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Archimedes::Window* getWindow() { return window; }
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Archimedes::Renderer* getRenderer() { return renderer; }
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Archimedes::Layerstack* getLayerstack() { return layers; }
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private:
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Archimedes::Window* window;
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Archimedes::Renderer* renderer;
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Archimedes::Layerstack* layers;
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};
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@@ -12,64 +12,21 @@ TestImgui::TestImgui(void* h, Archimedes::App* a) : Archimedes::GuiModule(h, a)
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}
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TestImgui::~TestImgui() {
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std::list<Archimedes::Renderer::renderCmd*>* cmdList =
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std::any_cast<std::list<Archimedes::Renderer::renderCmd*>*>(depsInstances["WindowModule"]->getData("renderCmdList"));
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cmdList->erase(rcmd);
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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void TestImgui::onLoad() {
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WindowModule* wm = (WindowModule*) depsInstances["WindowModule"];
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std::cout << "Say hello: " << wm->sayHello() << std::endl;
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if(!wm) {
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std::cout << "No WindowModule for TestImgui!\n";
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std::abort();
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}
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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GLFWwindow* w = std::any_cast<GLFWwindow*>(wm->getData("window"));
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if(!ImGui_ImplGlfw_InitForOpenGL(w, true))
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std::cout << "GLFWImpl failed\n";
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if(!ImGui_ImplOpenGL3_Init("#version 330")) {
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std::cout << "ImGui_ImplOpenGL3_Init failed!\n" << std::endl;
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}
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std::list<Archimedes::Renderer::renderCmd*>* cmdList =
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std::any_cast<std::list<Archimedes::Renderer::renderCmd*>*>(wm->getData("renderCmdList"));
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cmdList->push_back([](){
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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});
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rcmd = --cmdList->end();
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cmdList->end()++;
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//Compute first frame ahead of first WindowModule->run()
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::Render();
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wm->getLayerstack()->push(&layer);
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}
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void TestImgui::run() {
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@@ -103,3 +60,53 @@ void TestImgui::run() {
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}
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ImGui::Render();
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}
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TestImgui::TILayer::~TILayer() {}
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void TestImgui::TILayer::onAttach() {
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WindowModule* wm = (WindowModule*) ti->depsInstances["WindowModule"];
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if(!wm) {
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std::cout << "No WindowModule for TestImgui!\n";
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std::abort();
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}
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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GLFWwindow* w = wm->getWindow()->getWindowImpl().getWindow();
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if(!ImGui_ImplGlfw_InitForOpenGL(w, true))
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std::cout << "GLFWImpl failed\n";
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if(!ImGui_ImplOpenGL3_Init("#version 330")) {
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std::cout << "ImGui_ImplOpenGL3_Init failed!\n" << std::endl;
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}
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//Compute first frame ahead of first WindowModule->run()
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::Render();
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}
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void TestImgui::TILayer::onRender() {
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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void TestImgui::TILayer::onDetach() {
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}
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bool TestImgui::TILayer::onEvent(const Archimedes::Event&) { return false; }
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@@ -23,6 +23,27 @@ class TestImgui : public Archimedes::GuiModule {
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std::list<Archimedes::Renderer::renderCmd*>::iterator rcmd;
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Archimedes::Window* window;
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class TILayer : public Archimedes::Layer {
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public:
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TILayer(TestImgui* _ti) : ti(_ti) {}
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~TILayer();
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void onRender();
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void onAttach();
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void onDetach();
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bool onEvent(const Archimedes::Event&);
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private:
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TestImgui* ti;
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} layer = TILayer(this);
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};
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#ifdef TESTIMGUI_DYNAMIC
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