From 222d0204dbde90e2e7665dc1c92cbbe3f8b42ab7 Mon Sep 17 00:00:00 2001 From: georgemoralis Date: Thu, 27 Apr 2023 19:13:19 +0300 Subject: [PATCH] first try with cmake and imgui --- .gitignore | 2 + .gitmodules | 6 ++ CMakeLists.txt | 20 ++++ src/main.cpp | 203 +++++++++++++++++++++++++++++++++++++ third-party/CMakeLists.txt | 38 +++++++ third-party/SDL | 1 + third-party/imgui | 1 + 7 files changed, 271 insertions(+) create mode 100644 .gitmodules create mode 100644 CMakeLists.txt create mode 100644 src/main.cpp create mode 100644 third-party/CMakeLists.txt create mode 160000 third-party/SDL create mode 160000 third-party/imgui diff --git a/.gitignore b/.gitignore index e5b75453..163a277f 100644 --- a/.gitignore +++ b/.gitignore @@ -402,3 +402,5 @@ FodyWeavers.xsd /tools/pkg extractor/*.pkg /shadPS4/shadps4.ini /emulator/eboot.bin +/out/* +/third-party/out/* diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 00000000..55b88933 --- /dev/null +++ b/.gitmodules @@ -0,0 +1,6 @@ +[submodule "third-party/imgui"] + path = third-party/imgui + url = https://github.com/ocornut/imgui +[submodule "third-party/SDL"] + path = third-party/SDL + url = https://github.com/libsdl-org/SDL diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 00000000..f62a887c --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,20 @@ +cmake_minimum_required(VERSION 3.16.3) + +project(shadps4) + +include_directories(third-party/) +include_directories(third-party/imgui/) +include_directories(third-party/imgui/backends) +include_directories(third-party/sdl/) + +add_subdirectory("third-party") + +#=================== EXAMPLE =================== + +add_executable(shadps4 + src/main.cpp +) + +find_package(OpenGL REQUIRED) + +target_link_libraries(shadps4 PUBLIC IMGUI SDL3-shared ${OPENGL_LIBRARY}) \ No newline at end of file diff --git a/src/main.cpp b/src/main.cpp new file mode 100644 index 00000000..702baeff --- /dev/null +++ b/src/main.cpp @@ -0,0 +1,203 @@ +// Dear ImGui: standalone example application for SDL3 + OpenGL +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_opengl3.h" +#include +#include +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#else +#include +#endif + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) + { + printf("Error: SDL_Init(): %s\n", SDL_GetError()); + return -1; + } + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(__APPLE__) + // GL 3.2 Core + GLSL 150 + const char* glsl_version = "#version 150"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#endif + + // Enable native IME. + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + SDL_ShowWindow(window); + + // 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 + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL3_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - 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. + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // 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_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + + // 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); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + 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()); + SDL_GL_SwapWindow(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/third-party/CMakeLists.txt b/third-party/CMakeLists.txt new file mode 100644 index 00000000..24f432e6 --- /dev/null +++ b/third-party/CMakeLists.txt @@ -0,0 +1,38 @@ + + +#=================== SDL3 =================== + +set(SDL3_DIR ${CMAKE_CURRENT_SOURCE_DIR}/SDL) +add_subdirectory(${SDL3_DIR}) + +#=================== IMGUI =================== + +set(IMGUI_DIR ${CMAKE_CURRENT_SOURCE_DIR}/imgui) +add_library(IMGUI STATIC) + +target_sources( IMGUI + PRIVATE + ${IMGUI_DIR}/imgui_demo.cpp + ${IMGUI_DIR}/imgui_draw.cpp + ${IMGUI_DIR}/imgui_tables.cpp + ${IMGUI_DIR}/imgui_widgets.cpp + ${IMGUI_DIR}/imgui.cpp + + PRIVATE + ${IMGUI_DIR}/backends/imgui_impl_opengl3.cpp + ${IMGUI_DIR}/backends/imgui_impl_sdl3.cpp + ) + +target_include_directories( IMGUI + PUBLIC ${IMGUI_DIR} + PUBLIC ${IMGUI_DIR}/backends + PUBLIC ${SDL3_DIR}/include + ) + +find_package(OpenGL REQUIRED) +target_link_libraries(IMGUI PUBLIC ${OPENGL_LIBRARIES}) + + +target_link_libraries(IMGUI PUBLIC SDL3-shared ${CMAKE_DL_LIBS}) + + diff --git a/third-party/SDL b/third-party/SDL new file mode 160000 index 00000000..eaf17050 --- /dev/null +++ b/third-party/SDL @@ -0,0 +1 @@ +Subproject commit eaf17050b4326a9330fac11c21623e5a08026a94 diff --git a/third-party/imgui b/third-party/imgui new file mode 160000 index 00000000..031e152d --- /dev/null +++ b/third-party/imgui @@ -0,0 +1 @@ +Subproject commit 031e152d292b386b7b6149e455924cfc6bab8c7c