#include "ImguiModule.h" #include "imgui.h" #include "backends/imgui_impl_glfw.h" #include "backends/imgui_impl_opengl3.h" #include ImguiModule::ImguiModule(void* h, Archimedes::App* a) : Archimedes::GuiModule(h, a) { name = "ImguiModule"; } ImguiModule::~ImguiModule() { } void ImguiModule::onLoad() { WindowModule* wm = (WindowModule*) depsInstances["WindowModule"]; if(!wm) { 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; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking //io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); // Setup Platform/Renderer backends if(!ImGui_ImplGlfw_InitForOpenGL(wm->getWindow()->getWindowImpl().getWindow(), true)) std::cout << "GLFWImpl failed\n"; if(!ImGui_ImplOpenGL3_Init("#version 330")) { std::cout << "ImGui_ImplOpenGL3_Init failed!\n" << std::endl; } //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(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); 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(); }