more code cleanup, now looks cleaner too

This commit is contained in:
2024-06-12 12:02:18 -04:00
parent 913a0429bd
commit daf0814c08
5 changed files with 28 additions and 613 deletions

View File

@ -15,6 +15,7 @@
#include "lib/backends/imgui_impl_sdl2.h"
#include "lib/imgui.h"
#include "lib/imgui_internal.h"
#include <iostream>
#include <stdio.h>
#define STB_IMAGE_IMPLEMENTATION
@ -144,29 +145,14 @@ int main(int, char **) {
(void)io;
io.ConfigFlags |=
ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport /
// Platform Windows
// io.ConfigViewportsNoAutoMerge = true;
// io.ConfigViewportsNoTaskBarIcon = true;
//
ImGuiTexInspect::ImplOpenGL3_Init(); // Or DirectX 11 equivalent (check your chosen backend header file)
ImGuiTexInspect::Init();
ImGuiTexInspect::CreateContext();
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform
// windows can look identical to regular ones.
ImGuiStyle &style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
@ -179,14 +165,6 @@ int main(int, char **) {
while (!done)
{
// Poll and handle events (inputs, window resize, etc.)
// 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, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
// data to your main application, or clear/overwrite your copy of the
// keyboard data. Generally you may always pass all inputs to dear imgui,
// and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event)) {
ImGui_ImplSDL2_ProcessEvent(&event);
@ -203,6 +181,11 @@ int main(int, char **) {
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
if (init) {
init = false;
t = LoadTexture("/home/dubey/Pictures/DSC03199.JPG");
}
{
#ifdef IMGUI_HAS_VIEWPORT
ImGuiViewport *viewport = ImGui::GetMainViewport();
@ -214,42 +197,27 @@ int main(int, char **) {
ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
#endif
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize(viewport->Size);
ImGui::Begin("Main", NULL,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
ImGuiID dockspace_id = ImGui::GetID("MyDockspace");
ImGuiDockNodeFlags dockspace_flags =
ImGuiDockNodeFlags_PassthruCentralNode;
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f));
if (init) {
init = false;
ImGui::DockBuilderRemoveNode(dockspace_id);
ImGui::DockBuilderAddNode(
dockspace_id, dockspace_flags | ImGuiDockNodeFlags_DockSpace);
ImGui::DockBuilderSetNodeSize(dockspace_id, viewport->Size);
ImGui::DockBuilderDockWindow("Editor", dockspace_id);
ImGui::DockBuilderFinish(dockspace_id);
t = LoadTexture("/home/dubey/Pictures/DSC03199.JPG");
auto wSize = ImGui::GetContentRegionAvail();
if (t.texture != 0) {
ImGuiTexInspect::BeginInspectorPanel(
"Inspector",
t.texture,
t.size,
ImGuiTexInspect::InspectorFlags_FillVertical | ImGuiTexInspect::InspectorFlags_FillHorizontal,
ImGuiTexInspect::SizeExcludingBorder(wSize)
);
ImGuiTexInspect::EndInspectorPanel();
}
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("File")) {
if (ImGui::MenuItem("Open")) {
}
if (ImGui::MenuItem("Exit")) {
}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
ImGui::Begin("Editor", NULL,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
// -- MAIN WINDOW HERE
ImGui::End();
ImGui::End();
ImGui::PopStyleVar();
ImGui::PopStyleVar();
}
// Rendering
@ -259,20 +227,6 @@ int main(int, char **) {
clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we
// save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window,
// gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
SDL_Window *backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}