wire up imgui
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41
src/main.cpp
41
src/main.cpp
@ -1,7 +1,12 @@
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#include "SDL_video.h"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <imgui/imgui.h>
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#include <imgui/backends/imgui_impl_sdl3.h>
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#include <imgui/backends/imgui_impl_sdlrenderer3.h>
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#include "./theme.hpp"
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#include <memory>
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#include <future>
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#include <iostream>
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@ -14,7 +19,6 @@ int main(int argc, char** argv) {
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// me just messing with RAII cleanup
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auto sdl_scope = std::async(std::launch::deferred, &SDL_Quit);
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// more RAII
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std::unique_ptr<SDL_Window, decltype(&SDL_DestroyWindow)> window {
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SDL_CreateWindow("tomato", 640, 480, SDL_WINDOW_RESIZABLE),
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@ -26,17 +30,26 @@ int main(int argc, char** argv) {
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return 1;
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}
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// more RAII
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std::unique_ptr<SDL_Renderer, decltype(&SDL_DestroyRenderer)> renderer {
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SDL_CreateRenderer(window.get(), nullptr, 0),
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&SDL_DestroyRenderer
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};
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if (!window) {
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std::cerr << "SDL_CreateWindow failed (" << SDL_GetError() << ")\n";
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if (!renderer) {
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std::cerr << "SDL_CreateRenderer failed (" << SDL_GetError() << ")\n";
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return 1;
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}
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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//ImGui::StyleColorsDark();
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setThemeGreen();
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ImGui_ImplSDL3_InitForSDLRenderer(window.get(), renderer.get());
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auto imgui_sdl_scope = std::async(std::launch::deferred, &ImGui_ImplSDL3_Shutdown);
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ImGui_ImplSDLRenderer3_Init(renderer.get());
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auto imgui_sdlrenderer_scope = std::async(std::launch::deferred, &ImGui_ImplSDLRenderer3_Shutdown);
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bool quit = false;
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while (!quit) {
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SDL_Event event;
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@ -45,19 +58,25 @@ int main(int argc, char** argv) {
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quit = true;
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break;
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}
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ImGui_ImplSDL3_ProcessEvent(&event);
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}
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if (quit) {
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break;
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}
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SDL_SetRenderDrawColor(renderer.get(), 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(renderer.get());
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ImGui_ImplSDLRenderer3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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SDL_FRect rect{100, 100, 100, 100};
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SDL_SetRenderDrawColor(renderer.get(), 0xff, 0x00, 0x00, SDL_ALPHA_OPAQUE);
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SDL_RenderRect(renderer.get(), &rect);
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ImGui::ShowDemoWindow();
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ImGui::Render();
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ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
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SDL_RenderPresent(renderer.get());
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// clearing after present is (should) more performant, but first frame is a mess
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SDL_SetRenderDrawColor(renderer.get(), 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(renderer.get());
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}
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return 0;
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