1 // ImGui - standalone example application for Marmalade
2 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
3 
4 // Copyright (C) 2015 by Giovanni Zito
5 // This file is part of ImGui
6 
7 #include "imgui.h"
8 #include "imgui_impl_marmalade.h"
9 #include <stdio.h>
10 
11 #include <s3eKeyboard.h>
12 #include <s3ePointer.h>
13 #include <IwGx.h>
14 
main(int,char **)15 int main(int, char**)
16 {
17     IwGxInit();
18 
19     // Setup Dear ImGui binding
20     IMGUI_CHECKVERSION();
21     ImGui::CreateContext();
22     ImGuiIO& io = ImGui::GetIO(); (void)io;
23     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
24     ImGui_Marmalade_Init(true);
25 
26     // Setup style
27     ImGui::StyleColorsDark();
28     //ImGui::StyleColorsClassic();
29 
30     // Load Fonts
31     // - 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.
32     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
33     // - 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).
34     // - 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.
35     // - Read 'misc/fonts/README.txt' for more instructions and details.
36     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
37     //io.Fonts->AddFontDefault();
38     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
39     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
40     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
41     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
42     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
43     //IM_ASSERT(font != NULL);
44 
45     bool show_demo_window = true;
46     bool show_another_window = false;
47     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
48 
49     // Main loop
50     while (true)
51     {
52         if (s3eDeviceCheckQuitRequest())
53             break;
54 
55         // Poll and handle inputs
56         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
57         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
58         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
59         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
60         s3eKeyboardUpdate();
61         s3ePointerUpdate();
62 
63         // Start the Dear ImGui frame
64         ImGui_Marmalade_NewFrame();
65         ImGui::NewFrame();
66 
67         // 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!).
68         if (show_demo_window)
69             ImGui::ShowDemoWindow(&show_demo_window);
70 
71         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
72         {
73             static float f = 0.0f;
74             static int counter = 0;
75 
76             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
77 
78             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
79             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
80             ImGui::Checkbox("Another Window", &show_another_window);
81 
82             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
83             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
84 
85             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
86                 counter++;
87             ImGui::SameLine();
88             ImGui::Text("counter = %d", counter);
89 
90             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
91             ImGui::End();
92         }
93 
94         // 3. Show another simple window.
95         if (show_another_window)
96         {
97             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)
98             ImGui::Text("Hello from another window!");
99             if (ImGui::Button("Close Me"))
100                 show_another_window = false;
101             ImGui::End();
102         }
103 
104         // Rendering
105         ImGui::Render();
106         IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
107         IwGxClear();
108         ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
109         IwGxSwapBuffers();
110 
111         s3eDeviceYield(0);
112     }
113 
114     // Cleanup
115     ImGui_Marmalade_Shutdown();
116     ImGui::DestroyContext();
117     IwGxTerminate();
118 
119     return 0;
120 }
121