mirror of
				https://github.com/ocornut/imgui.git
				synced 2025-10-26 12:27:30 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			125 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Dear ImGui: standalone example application for Marmalade
 | |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs
 | |
| 
 | |
| // Copyright (C) 2015 by Giovanni Zito
 | |
| // This file is part of Dear 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**)
 | |
| {
 | |
|     IwGxInit();
 | |
| 
 | |
|     // Setup Dear ImGui context
 | |
|     IMGUI_CHECKVERSION();
 | |
|     ImGui::CreateContext();
 | |
|     ImGuiIO& io = ImGui::GetIO(); (void)io;
 | |
|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
 | |
| 
 | |
|     // Setup Dear ImGui style
 | |
|     ImGui::StyleColorsDark();
 | |
|     //ImGui::StyleColorsClassic();
 | |
| 
 | |
|     // Setup Platform/Renderer backends
 | |
|     ImGui_Marmalade_Init(true);
 | |
| 
 | |
|     // 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 '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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
 | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
 | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
 | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/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);
 | |
| 
 | |
|     // Our state
 | |
|     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;
 | |
| 
 | |
|         // Poll and handle inputs
 | |
|         // 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();
 | |
| 
 | |
|         // Start the Dear ImGui frame
 | |
|         ImGui_Marmalade_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 (show_demo_window)
 | |
|             ImGui::ShowDemoWindow(&show_demo_window);
 | |
| 
 | |
|         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created 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", &show_demo_window);      // Edit bools storing our window open/close state
 | |
|             ImGui::Checkbox("Another Window", &show_another_window);
 | |
| 
 | |
|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
 | |
|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
 | |
| 
 | |
|             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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
 | |
|             ImGui::End();
 | |
|         }
 | |
| 
 | |
|         // 3. Show another simple window.
 | |
|         if (show_another_window)
 | |
|         {
 | |
|             ImGui::Begin("Another Window", &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"))
 | |
|                 show_another_window = false;
 | |
|             ImGui::End();
 | |
|         }
 | |
| 
 | |
|         // Rendering
 | |
|         ImGui::Render();
 | |
|         IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
 | |
|         IwGxClear();
 | |
|         ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
 | |
|         IwGxSwapBuffers();
 | |
| 
 | |
|         s3eDeviceYield(0);
 | |
|     }
 | |
| 
 | |
|     // Cleanup
 | |
|     ImGui_Marmalade_Shutdown();
 | |
|     ImGui::DestroyContext();
 | |
|     IwGxTerminate();
 | |
| 
 | |
|     return 0;
 | |
| }
 | 
