64 lines
1.4 KiB
C++
64 lines
1.4 KiB
C++
#include <GLFW/glfw3.h>
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#include <backends/imgui_impl_glfw.h>
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#include <backends/imgui_impl_opengl3.h>
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#include <imgui.h>
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#include <input/key_codes.hpp>
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#include <ui/gl/ui.hpp>
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namespace lt {
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void glUserInterface::platform_implementation(
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GLFWwindow *windowHandle,
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Ref<SharedContext> /* shared_context */
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)
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{
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m_window_handle = windowHandle;
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ImGui_ImplGlfw_InitForOpenGL(windowHandle, false);
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ImGui_ImplOpenGL3_Init();
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}
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glUserInterface::~glUserInterface()
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{
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// #todo: handle this in a better way
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auto &io = ImGui::GetIO();
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if (io.IniFilename == "default_gui_layout.ini")
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{
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io.IniFilename = "user_gui_layout.ini";
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}
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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void glUserInterface::begin()
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{
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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}
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void glUserInterface::end()
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{
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(m_window_handle);
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}
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void glUserInterface::log_debug_data()
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{
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// #todo: improve
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log_inf("________________________________________");
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log_inf("UserInterface::");
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log_inf(" API : ImGui");
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log_inf(" Version: {}", ImGui::GetVersion());
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log_inf(" GraphicsAPI : OpenGL");
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log_inf("________________________________________");
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}
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} // namespace lt
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