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@@ -17,6 +17,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui_Marmalade_Init(true);
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+ // Setup style
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+ ImGui::StyleColorsClassic();
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+ //ImGui::StyleColorsDark();
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+
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@@ -40,26 +44,28 @@ int main(int, char**)
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// Main loop
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while (true)
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{
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- if (s3eDeviceCheckQuitRequest())
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- break;
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+ if (s3eDeviceCheckQuitRequest())
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+ break;
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- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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- s3eKeyboardUpdate();
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- s3ePointerUpdate();
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- ImGui_Marmalade_NewFrame();
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+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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+ s3eKeyboardUpdate();
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+ s3ePointerUpdate();
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+ ImGui_Marmalade_NewFrame();
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// 1. Show a simple window.
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- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f = 0.0f;
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- ImGui::Text("Hello, world!");
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- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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- ImGui::ColorEdit3("clear color", (float*)&clear_color);
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- if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
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- if (ImGui::Button("Another Window")) show_another_window ^= 1;
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+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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+ show_demo_window ^= 1;
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+ if (ImGui::Button("Another Window"))
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+ show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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@@ -74,12 +80,12 @@ int main(int, char**)
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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if (show_demo_window)
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{
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- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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// Rendering
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- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
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+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
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IwGxClear();
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ImGui::Render();
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IwGxSwapBuffers();
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