129 lines
3.5 KiB
C++
129 lines
3.5 KiB
C++
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#include "node_editor.h"
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#include <imgui.h>
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#include <imgui_impl_sdl.h>
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#include <imgui_impl_opengl3.h>
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#include <imnodes.h>
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#include <stdio.h>
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#include <SDL.h>
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#include <GL/gl3w.h>
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int main(int, char**)
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{
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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}
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#if __APPLE__
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// GL 3.2 Core + GLSL 150
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const char* glsl_version = "#version 150";
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SDL_GL_SetAttribute(
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SDL_GL_CONTEXT_FLAGS,
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SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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#else
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#endif
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_DisplayMode current;
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SDL_GetCurrentDisplayMode(0, ¤t);
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SDL_Window* window = SDL_CreateWindow(
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"imgui-node-editor example",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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1280,
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720,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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if (gl3wInit())
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{
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fprintf(stderr, "Failed to initialize OpenGL loader!\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_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImNodes::CreateContext();
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// Setup style
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ImGui::StyleColorsDark();
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ImNodes::StyleColorsDark();
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bool done = false;
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bool initialized = false;
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{
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const ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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}
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while (!done)
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE &&
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event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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if (!initialized)
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{
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initialized = true;
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example::NodeEditorInitialize();
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}
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example::NodeEditorShow();
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// Rendering
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ImGui::Render();
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int fb_width, fb_height;
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SDL_GL_GetDrawableSize(window, &fb_width, &fb_height);
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glViewport(0, 0, fb_width, fb_height);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(window);
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}
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example::NodeEditorShutdown();
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ImNodes::DestroyContext();
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_GL_DeleteContext(gl_context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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