| // 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; |
| } |