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main.cpp
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288 lines (242 loc) · 11.1 KB
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#include <optional>
#include <fstream>
#include <string>
#include <vector>
#include <imgui.h>
#include <imgui_impl_sdl2.h>
#include <imgui_impl_sdlrenderer2.h>
#include <SDL.h>
#if defined(EMSCRIPTEN)
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>
#else
#include <nfd.h>
#endif
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
struct Context {
SDL_Window *window;
SDL_Renderer *renderer;
// Our state
bool show_demo_window = true;
bool show_another_window = false;
// Declare the texture globally
SDL_Texture *backgroundTexture = nullptr;
bool done = false;
std::optional<std::vector<char>> reference_image_data;
};
Context context;
void on_reference_image_load() {
// Load the image
int width, height, channels;
unsigned char *imageData = stbi_load_from_memory(reinterpret_cast<stbi_uc *>(context.reference_image_data->data()),
static_cast<int>(context.reference_image_data->size()), &width,
&height, &channels, STBI_rgb_alpha);
if (imageData == nullptr) {
SDL_Log("Unable to load image with stb_image!\n");
} else {
// Unload the old texture if it exists
if (context.backgroundTexture != nullptr) {
SDL_DestroyTexture(context.backgroundTexture);
context.backgroundTexture = nullptr;
}
SDL_SetWindowSize(context.window, width, height);
// Create texture from the loaded data
context.backgroundTexture = SDL_CreateTexture(context.renderer, SDL_PIXELFORMAT_RGBA32,
SDL_TEXTUREACCESS_STATIC, width, height);
if (context.backgroundTexture == nullptr) {
SDL_Log("Unable to create texture! SDL Error: %s\n", SDL_GetError());
} else {
SDL_UpdateTexture(context.backgroundTexture, nullptr, imageData, width * sizeof(uint32_t));
}
// Free the image data
stbi_image_free(imageData);
}
context.reference_image_data = std::nullopt;
}
#if defined(EMSCRIPTEN)
extern "C" {
// Declare the callback function as extern "C" to prevent name mangling
EMSCRIPTEN_KEEPALIVE void fileRead(int data, int length) {
context.reference_image_data = std::vector<char>(reinterpret_cast<char*>(data), reinterpret_cast<char*>(data + length));
}
}
EM_JS(void, jsOpenDialog, (), {
var input = document.createElement('input');
input.type = 'file';
input.accept = 'image/jpeg,image/png';
input.onchange = function(e) {
var file = e.target.files[0];
var reader = new FileReader();
reader.onload = function(e) {
var contents = new Uint8Array(e.target.result);
var length = contents.length;
var data = Module._malloc(length);
Module.HEAPU8.set(contents, data);
Module.ccall('fileRead', null, ['number', 'number'], [data, length]);
Module._free(data);
};
reader.readAsArrayBuffer(file);
};
input.click();
});
#endif
void main_loop() {
ImGuiIO &io = ImGui::GetIO();
(void) io;
// Poll and handle events (inputs, window resize, etc.)
// 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, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event)) {
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
context.done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE &&
event.window.windowID == SDL_GetWindowID(context.window))
context.done = true;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (context.show_demo_window)
ImGui::ShowDemoWindow(&context.show_demo_window);
if (context.reference_image_data) {
on_reference_image_load();
}
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
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::Checkbox("Demo Window",
&context.show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &context.show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
if (ImGui::Button("Load Reference Image")) {
#if defined(EMSCRIPTEN)
jsOpenDialog();
#else
nfdchar_t *path = nullptr;
if (NFD_OpenDialog("png,jpg,jpeg", nullptr, &path) != NFD_OKAY)
SDL_Log("Could not open dialog");
else {
std::string filePath(path);
free(path);
std::ifstream file(filePath, std::ios::binary | std::ios::ate);
if (!file) {
SDL_Log("Could not open File");
} else {
const auto fileSize = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<char> fileData(fileSize);
if (!file.read(fileData.data(), fileSize)) {
SDL_Log("Could not read File");
} else {
context.reference_image_data = fileData;
}
}
}
#endif
}
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();
}
// 3. Show another simple window.
if (context.show_another_window) {
ImGui::Begin("Another Window",
&context.show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
context.show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
SDL_RenderSetScale(context.renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(context.renderer, 0, 0, 0, 255);
SDL_RenderClear(context.renderer);
if (context.backgroundTexture != nullptr)
SDL_RenderCopy(context.renderer, context.backgroundTexture, nullptr, nullptr);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(context.renderer);
}
int main(int, char **) {
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
printf("Error: %s\n", SDL_GetError());
return -1;
}
// From 2.0.18: Enable native IME.
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
// Create window with SDL_Renderer graphics context
SDL_WindowFlags window_flags = (SDL_WindowFlags) (SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
context.window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
context.renderer = SDL_CreateRenderer(context.window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (context.renderer == nullptr) {
SDL_Log("Error creating SDL_Renderer!");
return 0;
}
//SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &info);
//SDL_Log("Current SDL_Renderer: %s", info.name);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
(void) io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(context.window, context.renderer);
ImGui_ImplSDLRenderer2_Init(context.renderer);
// 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 a nullptr. 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' 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 \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Main loop
#if EMSCRIPTEN
emscripten_set_main_loop(main_loop, -1, 1);
#else
while (!context.done)
main_loop();
#endif
// Cleanup
if (context.backgroundTexture != nullptr)
SDL_DestroyTexture(context.backgroundTexture);
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(context.renderer);
SDL_DestroyWindow(context.window);
SDL_Quit();
return 0;
}