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// ImGui - standalone example application for Marmalade
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
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# include "imgui.h"
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# include "imgui_impl_marmalade.h"
# include <stdio.h>
# include <s3eKeyboard.h>
# include <s3ePointer.h>
# include <IwGx.h>
int main ( int , char * * )
{
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IwGxInit ( ) ;
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// Setup Dear ImGui binding
IMGUI_CHECKVERSION ( ) ;
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ImGui : : CreateContext ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_Marmalade_Init ( true ) ;
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// Setup style
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ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
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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.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - 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).
// - 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.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
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bool show_demo_window = true ;
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bool show_another_window = false ;
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ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
while ( true )
{
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if ( s3eDeviceCheckQuitRequest ( ) )
break ;
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// Poll and handle inputs
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
s3eKeyboardUpdate ( ) ;
s3ePointerUpdate ( ) ;
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// Start the ImGui frame
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ImGui_Marmalade_NewFrame ( ) ;
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ImGui : : NewFrame ( ) ;
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Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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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 automatically appears in a window called "Debug".
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{
static float f = 0.0f ;
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static int counter = 0 ;
ImGui : : Text ( " Hello, world! " ) ; // Display some text (you can use a format string too)
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our windows open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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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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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window ) ;
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ImGui : : Text ( " Hello from another window! " ) ;
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if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
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ImGui : : End ( ) ;
}
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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if ( show_demo_window )
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{
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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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}
// Rendering
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ImGui : : Render ( ) ;
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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_Marmalade_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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IwGxSwapBuffers ( ) ;
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s3eDeviceYield ( 0 ) ;
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}
// Cleanup
ImGui_Marmalade_Shutdown ( ) ;
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ImGui : : DestroyContext ( ) ;
IwGxTerminate ( ) ;
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return 0 ;
}