#include "glUserInterface.h" #include "Input/KeyCodes.h" #include #include #include #include namespace Light { void glUserInterface::PlatformImplementation(GLFWwindow* windowHandle, Ref sharedContext) { m_WindowHandle = windowHandle; ImGui_ImplGlfw_InitForOpenGL(windowHandle, false); ImGui_ImplOpenGL3_Init(); } glUserInterface::~glUserInterface() { // #todo: handle this in a better way ImGuiIO& io = ImGui::GetIO(); if (io.IniFilename == "default_gui_layout.ini") io.IniFilename = "user_gui_layout.ini"; ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); } void glUserInterface::Begin() { ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); } void glUserInterface::End() { ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); glfwMakeContextCurrent(m_WindowHandle); } void glUserInterface::LogDebugData() { // #todo: improve LT_ENGINE_INFO("________________________________________"); LT_ENGINE_INFO("UserInterface::"); LT_ENGINE_INFO(" API : ImGui"); LT_ENGINE_INFO(" Version: {}", ImGui::GetVersion()); LT_ENGINE_INFO(" GraphicsAPI : OpenGL"); LT_ENGINE_INFO("________________________________________"); } }