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116
src/modules/ImguiModule/ImguiModule.cpp
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116
src/modules/ImguiModule/ImguiModule.cpp
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#include "ImguiModule.h"
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#include "pch.hpp"
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ImguiModule::ImguiModule(Archimedes::App* a, void* h = nullptr) : Archimedes::Module(a, h) {
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name = "ImguiModule";
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WindowModule* wm = new WindowModule(a, h);
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deps[*wm] = wm;
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}
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ImguiModule::~ImguiModule() {
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if(app) {
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WindowModule* wm; { wm = (WindowModule*) moduleInstances[WindowModule()]; }
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#ifdef WINDOW_SDL3
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wm->removeEventFn(ecmd_it);
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#endif
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rendererShutdown();
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windowShutdown();
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ImGui::DestroyContext();
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wm->releaseWindow(window);
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}
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}
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void ImguiModule::onLoad() {
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WindowModule* wm; { wm = (WindowModule*) moduleInstances[WindowModule()]; }
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if(!wm) {
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std::cout << "No WindowModule for ImguiModule!\n";
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std::abort();
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}
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window = (Archimedes::WindowGLFW*) wm->aquireWindow();
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#ifdef RENDERER_SDL3
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renderer = window->getRenderer()->getRendererImpl()->renderer;
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#endif
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IMGUI_CHECKVERSION();
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context = 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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#ifdef CUSTOMFONT
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io.Fonts->AddFontFromFileTTF(STRINGIZE_VALUE_OF(CUSTOMFONT), 13.0f);
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#endif
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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 scaling
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ImGuiStyle& style = ImGui::GetStyle();
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io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
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io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer backends
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if(!windowInit())
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std::cout << "windowInit failed\n";
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if(!rendererInit()) {
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std::cout << "rendererInit failed!\n" << std::endl;
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}
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#ifdef WINDOW_SDL3
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ecmd_it = wm->addEventFn([](Archimedes::Event* e){
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if(e->userData.type() == typeid(SDL_Event*)) {
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ImGui_ImplSDL3_ProcessEvent(std::any_cast<SDL_Event*>(e->userData));
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}
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});
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#endif
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//Compute first frame ahead of first WindowModule->run()
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rendererNewFrame();
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windowNewFrame();
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ImGui::NewFrame();
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}
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void ImguiModule::run() {
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ImGui::Render();
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rendererRenderDrawData();
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if(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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window->getWindowImpl()->restoreContext();
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}
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rendererNewFrame();
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windowNewFrame();
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ImGui::NewFrame();
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};
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bool ImguiModule::onEvent(const Archimedes::Event &e) {
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return false;
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}
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120
src/modules/ImguiModule/ImguiModule.h
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120
src/modules/ImguiModule/ImguiModule.h
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#include "Archimedes.h"
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#include "imgui.h"
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#include "misc/cpp/imgui_stdlib.h"
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#include "modules/WindowModule/WindowModule.h"
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#ifdef RENDERER_OPENGL
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#include "backends/imgui_impl_opengl3.h"
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#endif
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#ifdef RENDERER_SDL3
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#include "backends/imgui_impl_sdlrenderer3.h"
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#endif
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#ifdef WINDOW_GLFW
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#include "backends/imgui_impl_glfw.h"
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#include <GLFW/glfw3.h>
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#endif
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#ifdef WINDOW_SDL3
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#include "backends/imgui_impl_sdl3.h"
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#include <SDL3/SDL.h>
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#endif
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class ImguiModule : public Archimedes::Module {
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public:
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ImguiModule(Archimedes::App*, void*);
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ImguiModule() { name = "ImguiModule"; }
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~ImguiModule();
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void onLoad() override;
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void run() override;
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bool onEvent(const Archimedes::Event&) override;
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ImGuiContext* aquireContext() {
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contextRefs++;
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return context;
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}
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void releaseContext(ImGuiContext* ctxt) {
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if(ctxt == context && context != nullptr) {
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if(--contextRefs == 0) {
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app->emitEvent(new Archimedes::DoUnloadModuleEvent(name));
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}
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}
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}
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private:
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int contextRefs = 0;
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ImGuiContext* context;
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Archimedes::WindowGLFW* window;
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std::list<std::function<void()>>::iterator rcmd_it;
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std::list<std::function<void(Archimedes::Event*)>>::iterator ecmd_it;
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#ifdef RENDERER_OPENGL
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auto rendererInit() { return ImGui_ImplOpenGL3_Init("#version 330"); }
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void rendererShutdown() { ImGui_ImplOpenGL3_Shutdown(); }
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void rendererNewFrame() { ImGui_ImplOpenGL3_NewFrame(); }
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void rendererRenderDrawData() { ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); }
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#endif
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#ifdef RENDERER_SDL3
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SDL_Renderer* renderer;
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auto rendererInit() { return ImGui_ImplSDLRenderer3_Init(renderer); }
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void rendererShutdown() { ImGui_ImplSDLRenderer3_Shutdown(); }
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void rendererNewFrame() { ImGui_ImplSDLRenderer3_NewFrame(); }
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void rendererRenderDrawData() { ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer); }
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#endif
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#ifdef WINDOW_GLFW
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#ifdef RENDERER_OPENGL
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auto windowInit() { return ImGui_ImplGlfw_InitForOpenGL(window->getWindowImpl()->getWindow(), true); }
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#endif
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void windowShutdown() { ImGui_ImplGlfw_Shutdown(); }
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void windowNewFrame() { ImGui_ImplGlfw_NewFrame(); }
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#endif
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#ifdef WINDOW_SDL3
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#ifdef RENDERER_OPENGL
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auto windowInit() { return ImGui_ImplSDL3_InitForOpenGL(window->getWindowImpl()->getWindow(), window->getWindowImpl()->getContext()); }
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#endif
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#ifdef RENDERER_SDL3
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auto windowInit() { return ImGui_ImplSDL3_InitForSDLRenderer(window->getWindowImpl()->getWindow(), renderer); }
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#endif
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void windowShutdown() { ImGui_ImplSDL3_Shutdown(); }
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void windowNewFrame() { ImGui_ImplSDL3_NewFrame(); }
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#endif
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};
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#ifdef IMGUIMODULE_DYNAMIC
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typedef ImguiModule mtype;
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#include "endModule.h"
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#endif
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