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#include "imgui_context.hpp"
#include <SDL_opengl.h>
#include <imgui/imgui_impl_opengl3.h>
#include <imgui/imgui_impl_sdl2.h>
namespace bookmouse {
ImguiContext::ImguiContext(GlContext& glContext, SdlContext& sdlContext, SdlMainWindow& mainWindow) :
m_mainWindow(mainWindow)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
setIOFlag(ImGuiConfigFlags_NavEnableKeyboard);
setIOFlag(ImGuiConfigFlags_NavEnableGamepad);
ImGui::StyleColorsDark();
// ImGui::StyleColorsLight();
auto& style = ImGui::GetStyle();
style.WindowRounding = 0.0f;// <- Set this on init or use ImGui::PushStyleVar()
style.ChildRounding = 0.0f;
style.FrameRounding = 0.0f;
style.GrabRounding = 0.0f;
style.PopupRounding = 0.0f;
style.ScrollbarRounding = 0.0f;
ImGui_ImplSDL2_InitForOpenGL(mainWindow.window(), glContext.context());
ImGui_ImplOpenGL3_Init(sdlContext.glslVersion());
}
ImguiContext::~ImguiContext()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
}
void ImguiContext::setIOFlag(ImGuiConfigFlags_ flag) const
{
ImGui::GetIO().ConfigFlags |= flag;
}
const ImGuiIO& ImguiContext::getIO() const
{
return ImGui::GetIO();
}
ImGuiIO& ImguiContext::getIO()
{
return ImGui::GetIO();
}
bool ImguiContext::processEvent(SDL_Event& event) const
{
return ImGui_ImplSDL2_ProcessEvent(&event);
}
void ImguiContext::startFrame() const
{
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
}
void ImguiContext::render() const
{
ImGui::Render();
const auto& imguiIO = getIO();
const auto width = static_cast<int>(imguiIO.DisplaySize.x);
const auto height = static_cast<int>(imguiIO.DisplaySize.y);
glViewport(0, 0, width, height);
constexpr ImVec4 clearColor{0.45f, 0.55f, 0.60f, 1.00f};
glClearColor(clearColor.x * clearColor.w, clearColor.y * clearColor.w, clearColor.z * clearColor.w, clearColor.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(m_mainWindow.window());
}
} // namespace bookmouse
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