layers are redundant

This commit is contained in:
2025-04-09 14:16:38 -05:00
parent 42b5a53b89
commit 908b00db62
11 changed files with 68 additions and 191 deletions

View File

@@ -6,13 +6,16 @@
#include <GLFW/glfw3.h>
ImguiModule::ImguiModule(void* h, Archimedes::App* a) : Archimedes::GuiModule(h, a) {
ImguiModule::ImguiModule(Archimedes::App* a, void* h = nullptr) : Archimedes::GuiModule(a, h) {
name = "ImguiModule";
}
ImguiModule::~ImguiModule() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void ImguiModule::onLoad() {
@@ -22,40 +25,7 @@ void ImguiModule::onLoad() {
std::cout << "No WindowModule for ImguiModule!\n";
std::abort();
}
wm->getLayerstack()->push(&layer);
}
void ImguiModule::run() {
ImGuiIO& io = ImGui::GetIO();
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
ImguiModule::IGLayer::~IGLayer() {}
void ImguiModule::IGLayer::onAttach() {
WindowModule* wm = (WindowModule*) imgui->depsInstances["WindowModule"];
if(!wm) {
std::cout << "No WindowModule for ImguiModule!\n";
std::abort();
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
@@ -77,34 +47,38 @@ void ImguiModule::IGLayer::onAttach() {
}
wm->getRenderer()->getCmdList().push_back([](){
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
});
//Compute first frame ahead of first WindowModule->run()
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Render();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void ImguiModule::IGLayer::onRender() {
ImGui::Render();
void ImguiModule::run() {
ImGuiIO& io = ImGui::GetIO();
static float f = 0.0f;
static int counter = 0;
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
bool ImguiModule::IGLayer::onEvent(const Archimedes::Event& e) { return false; }
void ImguiModule::IGLayer::onDetach() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}

View File

@@ -9,39 +9,20 @@
class ImguiModule : public Archimedes::GuiModule {
public:
ImguiModule(void*, Archimedes::App*);
ImguiModule(Archimedes::App*, void*);
~ImguiModule();
void onLoad();
bool onEvent(const Archimedes::Event& e) { return false; }
void run();
private:
Archimedes::Window* window;
class IGLayer : public Archimedes::Layer {
public:
IGLayer(ImguiModule* _imgui) : imgui(_imgui) {}
~IGLayer();
void onRender();
void onAttach();
void onDetach();
bool onEvent(const Archimedes::Event&);
private:
ImguiModule* imgui;
} layer = IGLayer(this);
};
#ifdef TESTIMGUI_DYNAMIC