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#include "App.hpp"
#include "AppConfig.hpp"
#include "EditorNotification.hpp"
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_opengl3.h>
#include <glad/glad.h>
#include <imgui.h>
#include <cxxopts.hpp>
#include <iostream>
#include <string>
namespace fs = std::filesystem;
static void GlfwErrorCallback(int error, const char* description) {
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
static void GlfwMouseCallback(GLFWwindow* window, int button, int action, int mods) {
if (ImGui::GetIO().WantCaptureMouse) {
return;
}
App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
app->HandleMouse(button, action);
}
static void GlfwMouseMotionCallback(GLFWwindow* window, double xOff, double yOff) {
if (ImGui::GetIO().WantCaptureMouse) {
return;
}
App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
app->HandleMouseMotion(xOff, yOff);
}
static void GlfwKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (ImGui::GetIO().WantCaptureKeyboard) {
return;
}
GLFWkeyboard* keyboard = glfwGetLastActiveKeyboard();
if (keyboard) {
App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
app->HandleKey(keyboard, key, action);
}
}
int main(int argc, char* argv[]) {
constexpr const char* kGameDataDir = "game-data-directory";
cxxopts::Options options(std::string(AppConfig::kAppName), "");
// clang-format off
options.add_options()
(kGameDataDir, "Directory in which game data (such as saves and options) are saved to. Leave empty to use the default directory on each platform.", cxxopts::value<std::string>())
;
// clang-format on
auto args = options.parse(argc, argv);
if (args.count(kGameDataDir) > 0) {
auto dataDir = args[kGameDataDir].as<std::string>();
fs::path dataDirPath(dataDir);
if (!fs::exists(dataDir)) {
fs::create_directories(dataDir);
}
AppConfig::dataDir = std::move(dataDir);
} else {
AppConfig::dataDir = ".";
}
if (!glfwInit()) {
return -1;
}
glfwSetErrorCallback(&GlfwErrorCallback);
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#endif
App app;
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui Command Palette Example", nullptr, nullptr);
if (window == nullptr) {
return -2;
}
glfwSetWindowUserPointer(window, &app);
// Window callbacks are retained by ImGui GLFW backend
glfwSetKeyCallback(window, &GlfwKeyCallback);
glfwSetMouseButtonCallback(window, &GlfwMouseCallback);
glfwSetCursorPosCallback(window, &GlfwMouseMotionCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
return -3;
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
app.Init();
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
app.Show();
ImGui::ShowNotifications();
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
auto clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
app.Shutdown();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
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