273 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			273 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Dear ImGui: standalone example application for SDL2 + OpenGL
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// (SDL is a cross-platform general purpose library for handling windows,
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// inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// Learn about Dear ImGui:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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#include <cstddef>
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include "lib/backends/imgui_impl_opengl3.h"
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#include "lib/backends/imgui_impl_sdl2.h"
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#include "lib/imgui.h"
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#include "lib/nodes/load_image.h"
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#include <stdio.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "lib/stb_image.h"
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#if defined(__APPLE__)
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#include <SDL2/SDL.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL2/SDL_opengles.h>
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#else
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#include <SDL2/SDL_opengl.h>
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#endif
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#else
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#include <SDL.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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#endif
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// This example can also compile and run with Emscripten! See
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// 'Makefile.emscripten' for details.
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#ifdef __EMSCRIPTEN__
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#include "lib/emscripten/emscripten_mainloop_stub.h"
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#endif
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#include "lib/ImNodeFlow.h"
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static bool init = true;
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// Main code
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int main(int, char **) {
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  // Setup SDL
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  if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
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      0) {
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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(
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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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  // From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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  SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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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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  SDL_WindowFlags window_flags =
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      (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
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                        SDL_WINDOW_ALLOW_HIGHDPI);
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  SDL_Window *window =
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      SDL_CreateWindow("PPD Node", SDL_WINDOWPOS_CENTERED,
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                       SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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  if (window == nullptr) {
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    printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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    return -1;
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  }
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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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  (void)io;
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  io.ConfigFlags |=
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      ImGuiConfigFlags_NavEnableKeyboard;           // Enable Keyboard Controls
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  io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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  io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport /
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                                                      // Platform Windows
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  // io.ConfigViewportsNoAutoMerge = true;
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  // io.ConfigViewportsNoTaskBarIcon = true;
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  // Setup Dear ImGui style
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  ImGui::StyleColorsDark();
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  // ImGui::StyleColorsLight();
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  // When viewports are enabled we tweak WindowRounding/WindowBg so platform
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  // windows can look identical to regular ones.
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  ImGuiStyle &style = ImGui::GetStyle();
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  if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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    style.WindowRounding = 0.0f;
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    style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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  }
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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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  ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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  ImFlow::ImNodeFlow editor = ImFlow::ImNodeFlow("Nodes");
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  // Main loop
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  bool done = false;
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#ifdef __EMSCRIPTEN__
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  // For an Emscripten build we are disabling file-system access, so let's not
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  // attempt to do a fopen() of the imgui.ini file. You may manually call
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  // LoadIniSettingsFromMemory() to load settings from your own storage.
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  io.IniFilename = nullptr;
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  EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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  while (!done)
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#endif
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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
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    // 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
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    // your main application, or clear/overwrite your copy of the mouse data.
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    // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
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    // data to your main application, or clear/overwrite your copy of the
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    // keyboard data. Generally you may always pass all inputs to dear imgui,
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    // and 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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      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 &&
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          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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    {
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#ifdef IMGUI_HAS_VIEWPORT
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      ImGuiViewport *viewport = ImGui::GetMainViewport();
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      ImGui::SetNextWindowPos(viewport->WorkPos);
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      ImGui::SetNextWindowSize(viewport->WorkSize);
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      ImGui::SetNextWindowViewport(viewport->ID);
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#else
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      ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
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      ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
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#endif
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      ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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      ImGui::Begin("Main", NULL,
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                   ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
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      ImGuiID dockspace_id = ImGui::GetID("MyDockspace");
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      ImGuiDockNodeFlags dockspace_flags =
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          ImGuiDockNodeFlags_PassthruCentralNode;
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      ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f));
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      if (init) {
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        init = false;
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        ImGui::DockBuilderRemoveNode(dockspace_id);
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        ImGui::DockBuilderAddNode(
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            dockspace_id, dockspace_flags | ImGuiDockNodeFlags_DockSpace);
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        ImGui::DockBuilderSetNodeSize(dockspace_id, viewport->Size);
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        ImGui::DockBuilderDockWindow("Editor", dockspace_id);
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        ImGui::DockBuilderFinish(dockspace_id);
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      }
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      if (ImGui::BeginMainMenuBar()) {
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        if (ImGui::BeginMenu("Add")) {
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          if (ImGui::MenuItem("Load image")) {
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            editor.addNode<LoadImage>(ImVec2(10, 10));
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          }
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          if (ImGui::MenuItem("Preview")) {
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            editor.addNode<PreviewImage>(ImVec2(10, 10));
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          }
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          if (ImGui::MenuItem("Simple Brightness")) {
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            editor.addNode<SimpleBrightness>(ImVec2(10, 10));
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          }
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          if (ImGui::MenuItem("Contrast")) {
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            editor.addNode<Contrast>(ImVec2(10, 10));
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          }
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          if (ImGui::MenuItem("Exposure")) {
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            editor.addNode<Exposure>(ImVec2(10, 10));
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          }
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          ImGui::EndMenu();
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        }
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        ImGui::EndMainMenuBar();
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      }
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      ImGui::Begin("Editor", NULL,
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                   ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
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      editor.update();
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      ImGui::End();
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      ImGui::End();
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      ImGui::PopStyleVar();
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    }
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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(clear_color.x * clear_color.w, clear_color.y * clear_color.w,
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                 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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    // Update and Render additional Platform Windows
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    // (Platform functions may change the current OpenGL context, so we
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    // save/restore it to make it easier to paste this code elsewhere.
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    //  For this specific demo app we could also call SDL_GL_MakeCurrent(window,
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    //  gl_context) directly)
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    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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      SDL_Window *backup_current_window = SDL_GL_GetCurrentWindow();
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      SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
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      ImGui::UpdatePlatformWindows();
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      ImGui::RenderPlatformWindowsDefault();
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      SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
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    }
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    SDL_GL_SwapWindow(window);
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  }
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#ifdef __EMSCRIPTEN__
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  EMSCRIPTEN_MAINLOOP_END;
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#endif
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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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