mirror of
https://github.com/ethereum/solidity
synced 2023-10-03 13:03:40 +00:00
133 lines
4.7 KiB
C++
133 lines
4.7 KiB
C++
#include <SDL.h>
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#include <backends/imgui_impl_opengl3.h>
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#include <backends/imgui_impl_sdl.h>
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#include <imgui.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL_opengles2.h>
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#else
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#include <SDL_opengl.h>
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#endif
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#include "assets/JetBrainsMono-Regular.ttf.h"
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int main(int argc, char* argv[])
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{
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(void)argc;
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(void)argv;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 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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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100
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const char* glsl_version = "#version 100";
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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_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#elif defined(__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(SDL_GL_CONTEXT_FLAGS, 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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// Create window with graphics context
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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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auto window_flags = (SDL_WindowFlags) (SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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// auto window_flags = (SDL_WindowFlags) (SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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SDL_Window* window
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= SDL_CreateWindow("solidity-ui", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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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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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// ImGui::StyleColorsClassic();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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auto font_data = new uint8_t[sizeof(solidity::ui::assets::JetBrainsMono_Regular_ttf)];
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memcpy(font_data, solidity::ui::assets::JetBrainsMono_Regular_ttf, sizeof(solidity::ui::assets::JetBrainsMono_Regular_ttf));
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// ownership of font_data will be transferred imgui
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io.Fonts->AddFontFromMemoryTTF(font_data, sizeof(font_data), 16 * ImGui::GetPlatformIO().Monitors.begin()->DpiScale);
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// #2b2b2b
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ImVec4 clear_color = ImVec4(0.169f, 0.169f, 0.169f, 1.00f);
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// Main loop
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bool done = false;
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while (!done)
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your
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// inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or
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// clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or
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// clear/overwrite your copy of the keyboard data. Generally you may always pass all inputs to dear imgui, and
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// hide them from your application based on those two flags.
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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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// Rendering
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ImGui::Render();
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glViewport(0, 0, (int) io.DisplaySize.x, (int) io.DisplaySize.y);
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glClearColor(
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clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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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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// Cleanup
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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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