From 33729d634e2048f6ebdea481033b158ad63d8d7a Mon Sep 17 00:00:00 2001 From: GPUCode Date: Thu, 26 Oct 2023 23:15:11 +0300 Subject: [PATCH] main: Remove remnants of imgui example --- src/main.cpp | 214 +-------------------------------------------------- 1 file changed, 4 insertions(+), 210 deletions(-) diff --git a/src/main.cpp b/src/main.cpp index 022a4c30..bb9aed7d 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,38 +1,13 @@ -// 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 -#include - -#include "imgui.h" -#include "imgui_impl_opengl3.h" -#include "imgui_impl_sdl3.h" -#if defined(IMGUI_IMPL_OPENGL_ES2) -#include -#else -#include -#endif - +#include #include - -#include "GUI/ElfViewer.h" -#include "spdlog/spdlog.h" #include "types.h" - -// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. -#ifdef __EMSCRIPTEN__ -#include "../libs/emscripten/emscripten_mainloop_stub.h" -#endif #include #include #include #include -#include -#include +#include #include - #include "Core/PS4/HLE/Libs.h" #include "Core/PS4/Linker.h" #include "Emulator/Util\singleton.h" @@ -53,9 +28,9 @@ int main(int argc, char* argv[]) { const char* const path = argv[1]; // argument 1 is the path of self file to boot - auto* linker = singleton::instance(); + auto linker = singleton::instance(); HLE::Libs::Init_HLE_Libs(&linker->getHLESymbols()); - auto* module = linker->LoadModule(path); // load main executable + linker->LoadModule(path); // Load main executable std::jthread mainthread( [](std::stop_token stop_token, void*) { auto* linker = singleton::instance(); @@ -67,187 +42,6 @@ int main(int argc, char* argv[]) { discordRPC.update(Discord::RPCStatus::Idling, ""); Emu::emuRun(); -#if 0 - // 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(); - } - auto* linker = Singleton::Instance(); - ElfViewer elfview(linker->FindModule()->elf); - elfview.display(show_another_window); - // 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(); -#endif - discordRPC.stop(); return 0; }