layers are redundant
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@@ -6,13 +6,16 @@
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#include <GLFW/glfw3.h>
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ImguiModule::ImguiModule(void* h, Archimedes::App* a) : Archimedes::GuiModule(h, a) {
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ImguiModule::ImguiModule(Archimedes::App* a, void* h = nullptr) : Archimedes::GuiModule(a, h) {
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name = "ImguiModule";
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}
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ImguiModule::~ImguiModule() {
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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 ImguiModule::onLoad() {
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@@ -22,40 +25,7 @@ void ImguiModule::onLoad() {
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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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wm->getLayerstack()->push(&layer);
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}
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void ImguiModule::run() {
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ImGuiIO& io = ImGui::GetIO();
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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ImguiModule::IGLayer::~IGLayer() {}
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void ImguiModule::IGLayer::onAttach() {
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WindowModule* wm = (WindowModule*) imgui->depsInstances["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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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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@@ -77,34 +47,38 @@ void ImguiModule::IGLayer::onAttach() {
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}
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wm->getRenderer()->getCmdList().push_back([](){
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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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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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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}
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void ImguiModule::IGLayer::onRender() {
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ImGui::Render();
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void ImguiModule::run() {
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ImGuiIO& io = ImGui::GetIO();
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static float f = 0.0f;
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static int counter = 0;
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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}
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bool ImguiModule::IGLayer::onEvent(const Archimedes::Event& e) { return false; }
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void ImguiModule::IGLayer::onDetach() {
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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@@ -9,39 +9,20 @@
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class ImguiModule : public Archimedes::GuiModule {
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public:
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ImguiModule(void*, Archimedes::App*);
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ImguiModule(Archimedes::App*, void*);
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~ImguiModule();
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void onLoad();
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bool onEvent(const Archimedes::Event& e) { return false; }
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void run();
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private:
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Archimedes::Window* window;
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class IGLayer : public Archimedes::Layer {
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public:
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IGLayer(ImguiModule* _imgui) : imgui(_imgui) {}
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~IGLayer();
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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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ImguiModule* imgui;
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} layer = IGLayer(this);
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};
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#ifdef TESTIMGUI_DYNAMIC
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