|  | // ImGui - standalone example application for Marmalade | 
|  | // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | 
|  |  | 
|  | // Copyright (C) 2015 by Giovanni Zito | 
|  | // This file is part of ImGui | 
|  |  | 
|  | #include <imgui.h> | 
|  | #include "imgui_impl_marmalade.h" | 
|  | #include <stdio.h> | 
|  |  | 
|  | #include <s3eKeyboard.h> | 
|  | #include <s3ePointer.h> | 
|  | #include <IwGx.h> | 
|  |  | 
|  | int main(int, char**) | 
|  | { | 
|  | // Setup ImGui binding | 
|  | ImGui_Marmalade_Init(true); | 
|  |  | 
|  | // Setup style | 
|  | ImGui::StyleColorsClassic(); | 
|  | //ImGui::StyleColorsDark(); | 
|  |  | 
|  | // Load Fonts | 
|  | // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. | 
|  | // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | 
|  | // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). | 
|  | // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. | 
|  | // - Read 'extra_fonts/README.txt' for more instructions and details. | 
|  | // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | 
|  | //ImGuiIO& io = ImGui::GetIO(); | 
|  | //io.Fonts->AddFontDefault(); | 
|  | //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); | 
|  | //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); | 
|  | //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); | 
|  | //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); | 
|  | //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | 
|  | //IM_ASSERT(font != NULL); | 
|  |  | 
|  | bool show_demo_window = true; | 
|  | bool show_another_window = false; | 
|  | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | 
|  |  | 
|  | // Main loop | 
|  | while (true) | 
|  | { | 
|  | if (s3eDeviceCheckQuitRequest()) | 
|  | break; | 
|  |  | 
|  | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | 
|  | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | 
|  | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | 
|  | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | 
|  | s3eKeyboardUpdate(); | 
|  | s3ePointerUpdate(); | 
|  | ImGui_Marmalade_NewFrame(); | 
|  |  | 
|  | // 1. Show a simple window. | 
|  | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". | 
|  | { | 
|  | static float f = 0.0f; | 
|  | ImGui::Text("Hello, world!");                           // Some text (you can use a format string too) | 
|  | ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f | 
|  | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color | 
|  | if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well. | 
|  | show_demo_window ^= 1; | 
|  | if (ImGui::Button("Another Window")) | 
|  | show_another_window ^= 1; | 
|  | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | 
|  | } | 
|  |  | 
|  | // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. | 
|  | if (show_another_window) | 
|  | { | 
|  | ImGui::Begin("Another Window", &show_another_window); | 
|  | ImGui::Text("Hello from another window!"); | 
|  | ImGui::End(); | 
|  | } | 
|  |  | 
|  | // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). | 
|  | if (show_demo_window) | 
|  | { | 
|  | ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! | 
|  | ImGui::ShowDemoWindow(&show_demo_window); | 
|  | } | 
|  |  | 
|  | // Rendering | 
|  | IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); | 
|  | IwGxClear(); | 
|  | ImGui::Render(); | 
|  | IwGxSwapBuffers(); | 
|  |  | 
|  | s3eDeviceYield(0); | 
|  | } | 
|  |  | 
|  | // Cleanup | 
|  | ImGui_Marmalade_Shutdown(); | 
|  |  | 
|  | return 0; | 
|  | } |