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main.cpp
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199 lines (168 loc) · 9.2 KB
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// ** This File is based on:
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#define GL_SILENCE_DEPRECATION
#include <GLFW/glfw3.h> // Will drag system OpenGL headers
#if defined(_WIN32)
#define WIN32_LEAN_AND_MEAN
#include <windows.h> // Needed for GetConsoleWindow / ShowWindow / FreeConsole
#endif
#include "NodeCreator.hpp"
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
act::nc::NodeCreatorRef nodeCreator;
// Main code
int main(int, char**)
{
#if defined(_WIN32)
// Versteckt die Konsole zur Laufzeit (schnell und ohne Projekt-Änderung).
// Alternative: Projekt auf __Linker > System > Subsystem__ = __Windows (/SUBSYSTEM:WINDOWS)__ setzen (keine Konsole startet).
HWND consoleWindow = GetConsoleWindow();
if (consoleWindow != nullptr)
{
ShowWindow(consoleWindow, SW_HIDE);
// Optional: FreeConsole(); // entfernt die Konsole komplett vom Prozess
}
#endif
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
// Create window with graphics context
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "InACTually NodeCreator", nullptr, nullptr);
if (window == nullptr)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
nodeCreator = act::nc::NodeCreator::create();
// Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
#if GLFW_VERSION_MAJOR >= 3 && GLFW_VERSION_MINOR >= 3
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
#endif
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = false;
ImVec4 clear_color = ImVec4(0.06f, 0.06f, 0.1f, 1.0f);
// Main loop
while (!glfwWindowShouldClose(window))
{
// 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.
glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Show NodeCreator
try {
nodeCreator->draw();
}
catch (const std::exception& e) {
// Handle any exceptions thrown by nodeCreator->draw()
fprintf(stderr, "Error in NodeCreator::draw(): %s\n", e.what());
}
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, 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 glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}