Export netimgui files in MuJoCo Copybara configuration for use with the upcoming Web Viewer
PiperOrigin-RevId: 954769526 Change-Id: I4cdee083082f7d55c2babd5e664ec0283a2aaf63
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Copybara-Service
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//=================================================================================================
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// SAMPLE
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//-------------------------------------------------------------------------------------------------
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// Common code shared by all samples
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//=================================================================================================
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#include "Sample.h"
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#include <NetImgui_Api.h>
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#include <math.h>
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#include "../../ServerApp/Source/Fonts/Roboto_Medium.cpp"
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namespace Sample {
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//=================================================================================================
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// Constructor
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//-------------------------------------------------------------------------------------------------
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//
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//=================================================================================================
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Base::Base(const char* sampleName) : mSampleName(sampleName) {
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#if NETIMGUI_ENABLED
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mConnect_PortClient = NetImgui::kDefaultClientPort;
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mConnect_PortServer = NetImgui::kDefaultServerPort;
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#endif
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}
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//=================================================================================================
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// Startup
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//-------------------------------------------------------------------------------------------------
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//
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//=================================================================================================
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bool Base::Startup() {
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#if NETIMGUI_ENABLED
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if (!NetImgui::Startup()) return false;
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#endif
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AddFont();
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return true;
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}
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//=================================================================================================
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// Shutdown
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//-------------------------------------------------------------------------------------------------
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//
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//=================================================================================================
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void Base::Shutdown() {
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#if NETIMGUI_ENABLED
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NetImgui::Shutdown();
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#endif
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}
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//=================================================================================================
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// AddFont
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//-------------------------------------------------------------------------------------------------
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// Add and configure the fonts wanted in the demo.
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// Method can be overriden to use different font, byt default to Roboto 18pts
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//
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// Note: Since Dear ImGui 1.92+, we do not need to manage font
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// scaling/dpi at all,
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// It is automatically done, and NetImgui Server also
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//assign desired DPI behind the scene.
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//=================================================================================================
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void Base::AddFont() {
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constexpr float kFontPixelSize = 16.f;
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ImFontConfig FontConfig = {};
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// Using Roboto Font for prettier results
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#if 1
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// Note: Using memcpy to avoid warnings related to OS string copy variations,
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// and cannot rely on 'NetImgui::Internal::StringCopy' that can
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//handle this problem because 'SampleDisabled' couln't compile properly
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const char FontName[] = "Roboto Medium";
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memcpy(FontConfig.Name, FontName, sizeof(FontName));
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ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF(
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Roboto_Medium_compressed_data, Roboto_Medium_compressed_size,
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kFontPixelSize, &FontConfig);
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// But can as easily rely on the default font
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#else
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FontConfig.SizePixels = kFontPixelSize;
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FontAtlas->AddFontDefault(&FontConfig);
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#endif
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}
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//=================================================================================================
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// Draw_Connect
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//-------------------------------------------------------------------------------------------------
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// Function called by all samples, to display the Connection Options, and some
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// other default MainMenu entries.
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//=================================================================================================
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void Base::Draw_Connect() {
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#if NETIMGUI_ENABLED
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(3, 6));
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if (ImGui::BeginMainMenuBar()) {
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ImGui::AlignTextToFramePadding();
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ImGui::TextColored(ImVec4(0.1, 1, 0.1, 1), "%s", mSampleName);
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ImGui::SameLine(0, 32);
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//-----------------------------------------------------------------------------------------
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if (NetImgui::IsConnected())
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//-----------------------------------------------------------------------------------------
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{
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ImGui::TextUnformatted("Status: Connected");
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(3, 3));
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ImGui::SetCursorPosY(3);
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if (ImGui::Button(" Disconnect ")) {
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NetImgui::Disconnect();
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}
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ImGui::PopStyleVar();
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}
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//-----------------------------------------------------------------------------------------
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else if (NetImgui::IsConnectionPending())
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//-----------------------------------------------------------------------------------------
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{
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ImGui::TextUnformatted("Status: Waiting Server");
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(3, 3));
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ImGui::SetCursorPosY(3);
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if (ImGui::Button(" Cancel ")) {
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NetImgui::Disconnect();
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}
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ImGui::PopStyleVar();
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}
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//-----------------------------------------------------------------------------------------
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else // No connection
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//-----------------------------------------------------------------------------------------
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{
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//-------------------------------------------------------------------------------------
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if (ImGui::BeginMenu("[ Connect To ]"))
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//-------------------------------------------------------------------------------------
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{
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ImGui::TextColored(ImVec4(0.1, 1, 0.1, 1), "Server Settings");
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ImGui::InputText("Hostname", mConnect_HostnameServer,
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sizeof(mConnect_HostnameServer));
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip(
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"Address of PC running the netImgui server application. Can be "
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"an IP like 127.0.0.1");
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ImGui::InputInt("Port", &mConnect_PortServer);
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ImGui::NewLine();
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ImGui::Separator();
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if (ImGui::Button("Connect",
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ImVec2(ImGui::GetContentRegionAvail().x, 0))) {
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NetImgui::ConnectToApp(mSampleName, mConnect_HostnameServer,
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mConnect_PortServer, mCallback_ThreadLaunch);
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}
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ImGui::EndMenu();
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}
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip(
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"Attempt a connection to a remote netImgui server at the provided "
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"address.");
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//-------------------------------------------------------------------------------------
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if (ImGui::BeginMenu("[ Wait For ]"))
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//-------------------------------------------------------------------------------------
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{
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ImGui::TextColored(ImVec4(0.1, 1, 0.1, 1), "Client Settings");
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ImGui::InputInt("Port", &mConnect_PortClient);
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ImGui::NewLine();
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ImGui::Separator();
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if (ImGui::Button("Listen",
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ImVec2(ImGui::GetContentRegionAvail().x, 0))) {
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NetImgui::ConnectFromApp(mSampleName, mConnect_PortClient,
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mCallback_ThreadLaunch);
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}
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ImGui::EndMenu();
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}
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip(
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"Start listening for a connection request by a remote netImgui "
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"server, on the provided Port.");
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}
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ImGui::SameLine(0, 40);
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ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.8, 0.8, 0.8, 0.9));
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(3, 3));
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ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize,
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mbShowDemoWindow ? 1.f : 0.f);
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ImGui::SetCursorPosY(3);
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if (ImGui::Button(" Show ImGui Demo ")) {
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mbShowDemoWindow = !mbShowDemoWindow;
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}
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ImGui::PopStyleColor();
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ImGui::PopStyleVar(2);
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ImGui::EndMainMenuBar();
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}
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ImGui::PopStyleVar();
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#endif // #if NETIMGUI_ENABLED
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if (mbShowDemoWindow) {
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ImGui::ShowDemoWindow(&mbShowDemoWindow);
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}
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}
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}; // namespace Sample
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#pragma once
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#include <NetImgui_Api.h>
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// Reusing internal NetImgui functions for TextureID conversion and String copy.
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// Normally, you wouldn't include this file
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#include <Private/NetImgui_Shared.h>
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// Forward declares when NetImgui is not enabled
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// When NetImgui is disabled, it doesn't include these needed headers
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#if !NETIMGUI_ENABLED
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#include "imgui.h"
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#endif
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namespace Sample {
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class Base {
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public:
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Base(const char* sampleName); //!< Constructor receiving pointer to constant
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//!< string that must remains valid
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virtual bool Startup(); //!< Called once when starting
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virtual void Shutdown(); //!< Called once when exiting
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virtual void Draw() = 0; //!< Each sample should have their Dear ImGui
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//!< drawing routines in this overloaded method
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virtual void AddFont(); //!< Called on startup to add the wanted font
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protected:
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void Draw_Connect(); //!< Display UI for initiating a connection to the
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//!< remote NetImgui server application
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const char* mSampleName =
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nullptr; //!< Name displayed in the Main Menu bar (must receive string
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//!< pointer in constructor that remains valid)
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bool mbShowDemoWindow =
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!NETIMGUI_ENABLED; //!< If we should show the Dear ImGui demo window
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#if NETIMGUI_ENABLED
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NetImgui::ThreadFunctPtr mCallback_ThreadLaunch =
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nullptr; //!< [Optional] Thread launcher callback assigned on NetImgui
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//!< connection. Used to start a new thread for coms with
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//!< NetImgui server
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char mConnect_HostnameServer[128] = {
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"localhost"}; //!< IP/Hostname used to send a connection request when
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//!< when trying to reach the server
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int mConnect_PortServer = 0; //!< Port used to send a connection request when
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//!< when trying to reach the server
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int mConnect_PortClient =
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0; //!< Port opened when waiting for a server connection request
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#endif
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};
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}; // namespace Sample
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Sample::Base& GetSample(); // Each Sample must implement this function and
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// return a valid sample object
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#include <Client/Private/NetImgui_WarningDisable.h>
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// Dear ImGui: standalone example application for DirectX 11
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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//=================================================================================================
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// @SAMPLE_EDIT
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#include <chrono>
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#include <thread>
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#include "Sample.h"
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//=================================================================================================
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#include <d3d11.h>
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#include <tchar.h>
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#include "imgui.h"
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#include "imgui_impl_dx11.h"
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#include "imgui_impl_win32.h"
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// Data
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ID3D11Device* g_pd3dDevice = nullptr; // @SAMPLE_EDIT (removed static)
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static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
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static IDXGISwapChain* g_pSwapChain = nullptr;
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static bool g_SwapChainOccluded = false;
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static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
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static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
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// Forward declarations of helper functions
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bool CreateDeviceD3D(HWND hWnd);
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void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**) {
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// Make process DPI aware and obtain main monitor scale
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ImGui_ImplWin32_EnableDpiAwareness();
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float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(
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::MonitorFromPoint(POINT{0, 0}, MONITOR_DEFAULTTOPRIMARY));
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// Create application window
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WNDCLASSEXW wc = {sizeof(wc),
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CS_CLASSDC,
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WndProc,
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0L,
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0L,
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GetModuleHandle(nullptr),
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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L"ImGui Example",
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nullptr};
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example",
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WS_OVERLAPPEDWINDOW, 100, 100,
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(int)(1280 * main_scale), (int)(800 * main_scale),
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nullptr, nullptr, wc.hInstance, nullptr);
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd)) {
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CleanupDeviceD3D();
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 1;
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}
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// Show the window
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::ShowWindow(hwnd, SW_SHOWDEFAULT);
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::UpdateWindow(hwnd);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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// io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable
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// Multi-Viewport / Platform Windows // @SAMPLE_EDIT disabled temporarily
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// io.ConfigViewportsNoAutoMerge = true;
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// io.ConfigViewportsNoTaskBarIcon = true;
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// io.ConfigViewportsNoDefaultParent = true;
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// io.ConfigDockingAlwaysTabBar = true;
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// io.ConfigDockingTransparentPayload = true;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// ImGui::StyleColorsLight();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(
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main_scale); // Bake a fixed style scale. (until we have a solution for
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// dynamic style scaling, changing this requires resetting
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// Style + calling this again)
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style.FontScaleDpi =
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main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true
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// makes this unnecessary. We leave both here for
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// documentation purpose)
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io.ConfigDpiScaleFonts =
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true; // [Experimental] Automatically overwrite style.FontScaleDpi in
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// Begin() when Monitor DPI changes. This will scale fonts but
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// _NOT_ scale sizes/padding for now.
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io.ConfigDpiScaleViewports =
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true; // [Experimental] Scale Dear ImGui and Platform Windows when
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// Monitor DPI changes.
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform
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// windows can look identical to regular ones.
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can
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// also load multiple fonts and use ImGui::PushFont()/PopFont() to select
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// them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you
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// need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please
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// handle those errors in your application (e.g. use an assertion, or display
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// an error and quit).
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype
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// for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string
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// literal you need to write a double backslash \\ !
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// style.FontSizeBase = 20.0f;
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// io.Fonts->AddFontDefault();
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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// ImFont* font =
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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// IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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Sample::Base& sample = GetSample(); // @SAMPLE_EDIT
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done = !sample.Startup(); // @SAMPLE_EDIT
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while (!done) {
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// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32
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// backend.
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MSG msg;
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while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) {
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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if (msg.message == WM_QUIT) done = true;
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}
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if (done) break;
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// Handle window being minimized or screen locked
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if (g_SwapChainOccluded &&
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g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) {
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::Sleep(10);
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continue;
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}
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g_SwapChainOccluded = false;
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// Handle window resize (we don't resize directly in the WM_SIZE handler)
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if (g_ResizeWidth != 0 && g_ResizeHeight != 0) {
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CleanupRenderTarget();
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g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight,
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DXGI_FORMAT_UNKNOWN, 0);
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g_ResizeWidth = g_ResizeHeight = 0;
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CreateRenderTarget();
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}
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// Start the Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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#if 0 // @SAMPLE_EDIT
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ImGui::NewFrame();
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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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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();
|
||||
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
#endif // @SAMPLE_EDIT
|
||||
|
||||
//=========================================================================================
|
||||
// @SAMPLE_EDIT EDIT TO ORIGINAL IMGUI main.cpp
|
||||
|
||||
IM_UNUSED(show_demo_window);
|
||||
IM_UNUSED(show_another_window);
|
||||
|
||||
// Avoids high CPU/GPU usage by releasing this thread until enough time has
|
||||
// passed
|
||||
static auto sLastTime = std::chrono::steady_clock::now();
|
||||
std::chrono::duration<float> elapsedSec =
|
||||
std::chrono::steady_clock::now() - sLastTime;
|
||||
if (elapsedSec.count() < 1.f / 120.f) {
|
||||
std::this_thread::sleep_for(std::chrono::microseconds(250));
|
||||
continue;
|
||||
}
|
||||
|
||||
// Draw the Local Imgui UI and remote imgui UI
|
||||
sLastTime = std::chrono::steady_clock::now();
|
||||
const float clear_color_with_alpha[4] = {
|
||||
clear_color.x * clear_color.w, clear_color.y * clear_color.w,
|
||||
clear_color.z * clear_color.w, clear_color.w};
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView,
|
||||
clear_color_with_alpha);
|
||||
sample.Draw();
|
||||
if (ImGui::GetDrawData()) {
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
// Update and render additional Platform Windows
|
||||
static int sLastFrame = -1;
|
||||
int newFrame = ImGui::GetFrameCount();
|
||||
|
||||
if (sLastFrame != newFrame &&
|
||||
io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
|
||||
sLastFrame = newFrame;
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
//=========================================================================================
|
||||
|
||||
// Present
|
||||
// HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
sample.Shutdown(); // @SAMPLE_EDIT
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd) {
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
// createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[2] = {
|
||||
D3D_FEATURE_LEVEL_11_0,
|
||||
D3D_FEATURE_LEVEL_10_0,
|
||||
};
|
||||
HRESULT res = D3D11CreateDeviceAndSwapChain(
|
||||
nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags,
|
||||
featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain,
|
||||
&g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
|
||||
if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software
|
||||
// driver if hardware is not available.
|
||||
res = D3D11CreateDeviceAndSwapChain(
|
||||
nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags,
|
||||
featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain,
|
||||
&g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
|
||||
if (res != S_OK) return false;
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D() {
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) {
|
||||
g_pSwapChain->Release();
|
||||
g_pSwapChain = nullptr;
|
||||
}
|
||||
if (g_pd3dDeviceContext) {
|
||||
g_pd3dDeviceContext->Release();
|
||||
g_pd3dDeviceContext = nullptr;
|
||||
}
|
||||
if (g_pd3dDevice) {
|
||||
g_pd3dDevice->Release();
|
||||
g_pd3dDevice = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void CreateRenderTarget() {
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr,
|
||||
&g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget() {
|
||||
if (g_mainRenderTargetView) {
|
||||
g_mainRenderTargetView->Release();
|
||||
g_mainRenderTargetView = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// Forward declare message handler from imgui_impl_win32.cpp
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd,
|
||||
UINT msg,
|
||||
WPARAM wParam,
|
||||
LPARAM lParam);
|
||||
|
||||
// Win32 message handler
|
||||
// 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.
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true;
|
||||
|
||||
switch (msg) {
|
||||
case WM_SIZE:
|
||||
if (wParam == SIZE_MINIMIZED) return 0;
|
||||
g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
|
||||
g_ResizeHeight = (UINT)HIWORD(lParam);
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
|
||||
LPSTR lpCmdLine, int nShowCmd) {
|
||||
IM_UNUSED(hInstance);
|
||||
IM_UNUSED(hPrevInstance);
|
||||
IM_UNUSED(lpCmdLine);
|
||||
IM_UNUSED(nShowCmd);
|
||||
return main(0, nullptr);
|
||||
}
|
||||
//=================================================================================================
|
||||
@@ -0,0 +1,198 @@
|
||||
// Adapted for Google: removed NETIMGUI_IMPLEMENTATION (sources compiled
|
||||
// separately), updated include paths for third_party layout.
|
||||
|
||||
//=================================================================================================
|
||||
// SAMPLE NO BACKEND
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
// Demonstration of using Dear ImGui without any Backend support.
|
||||
// This way, user can use DearImgui without any code needed for drawing / input
|
||||
// management, since it is all handled by the NetImgui remote server instead.
|
||||
// Useful when this code is running on hardward without any display and/or
|
||||
// convenient input.
|
||||
//
|
||||
// Because we are not using any Backend code, this Sample is a little bit
|
||||
// different from the others. All of its code is included in this file (except
|
||||
// for Dear ImGui sources) and does not rely on some shared sample source file.
|
||||
//
|
||||
// This sample compile both 'Dear Imgui' and 'NetImgui' sources directly
|
||||
// (not using their project version in the solution)
|
||||
//
|
||||
// NOTE: This sample is also use in backward compatibility test with
|
||||
// older Dear ImGui versions,
|
||||
// making it easier to compile Dear Imgui without any OS
|
||||
//specific code (Backends)
|
||||
//
|
||||
// NOTE: This is also an excellent example of own little is needed to add
|
||||
// NetImgui support
|
||||
// to a project. It doesn't handle Font DPI regeneration,
|
||||
//keeping things simple.
|
||||
//=================================================================================================
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
|
||||
#include "NetImgui_Api.h"
|
||||
#include "Source/Fonts/Roboto_Medium.cpp"
|
||||
|
||||
namespace SampleNoBackend {
|
||||
|
||||
enum eSampleState : uint8_t {
|
||||
Start,
|
||||
Disconnected,
|
||||
Connected,
|
||||
};
|
||||
|
||||
//=================================================================================================
|
||||
// Initialize the Dear Imgui Context and the NetImgui library
|
||||
//=================================================================================================
|
||||
bool Client_Startup() {
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |=
|
||||
ImGuiBackendFlags_HasGamepad; // Enable NetImgui Gamepad support
|
||||
io.DisplaySize = ImVec2(8, 8);
|
||||
|
||||
ImFontConfig FontConfig = {};
|
||||
const char FontName[] = "Roboto Medium";
|
||||
memcpy(FontConfig.Name, FontName, sizeof(FontName));
|
||||
io.Fonts->AddFontFromMemoryCompressedTTF(Roboto_Medium_compressed_data,
|
||||
Roboto_Medium_compressed_size, 16.f,
|
||||
&FontConfig);
|
||||
#if !NETIMGUI_IMGUI_TEXTURES_ENABLED
|
||||
io.Fonts->Build();
|
||||
io.Fonts->SetTexID(0);
|
||||
#endif
|
||||
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
if (!NetImgui::Startup()) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//=================================================================================================
|
||||
// Release resources
|
||||
//=================================================================================================
|
||||
void Client_Shutdown() {
|
||||
NetImgui::Shutdown();
|
||||
ImGui::DestroyContext(ImGui::GetCurrentContext());
|
||||
}
|
||||
|
||||
//=================================================================================================
|
||||
// Manage connection to NetImguiServer
|
||||
//=================================================================================================
|
||||
void Client_Connect(eSampleState& sampleState) {
|
||||
constexpr char zClientName[] = "SampleNoBackend (ImGui " IMGUI_VERSION ")";
|
||||
if (sampleState == eSampleState::Start) {
|
||||
printf("- Connecting to NetImguiServer to (127.0.0.1:%i)... ",
|
||||
NetImgui::kDefaultServerPort);
|
||||
NetImgui::ConnectToApp(zClientName, "localhost");
|
||||
while (NetImgui::IsConnectionPending());
|
||||
bool bSuccess = NetImgui::IsConnected();
|
||||
sampleState =
|
||||
bSuccess ? eSampleState::Connected : eSampleState::Disconnected;
|
||||
printf(bSuccess ? "Success\n" : "Failed\n");
|
||||
if (!bSuccess) {
|
||||
printf("- Waiting for a connection from NetImguiServer on port %i... ",
|
||||
NetImgui::kDefaultClientPort);
|
||||
NetImgui::ConnectFromApp(zClientName);
|
||||
}
|
||||
} else if (sampleState == eSampleState::Disconnected &&
|
||||
NetImgui::IsConnected()) {
|
||||
sampleState = eSampleState::Connected;
|
||||
printf("CONNECTED\n");
|
||||
} else if (sampleState == eSampleState::Connected &&
|
||||
!NetImgui::IsConnected()) {
|
||||
sampleState = eSampleState::Disconnected;
|
||||
printf("DISCONNECTED\n");
|
||||
printf("- Waiting for a connection from NetImguiServer on port %i... ",
|
||||
NetImgui::kDefaultClientPort);
|
||||
NetImgui::ConnectFromApp(zClientName);
|
||||
}
|
||||
}
|
||||
|
||||
//=================================================================================================
|
||||
// Render all of our Dear ImGui Content (when appropriate)
|
||||
//=================================================================================================
|
||||
void Client_Draw(bool& bQuit) {
|
||||
if (NetImgui::IsConnected() && NetImgui::NewFrame(true)) {
|
||||
ImGui::ShowDemoWindow();
|
||||
|
||||
ImGui::SetNextWindowPos(ImVec2(32, 48), ImGuiCond_Once);
|
||||
ImGui::SetNextWindowSize(ImVec2(400, 400), ImGuiCond_Once);
|
||||
if (ImGui::Begin("Sample No Backend", nullptr)) {
|
||||
ImGui::TextColored(ImVec4(0.1, 1, 0.1, 1), "Client:");
|
||||
ImGui::TextUnformatted(" DearImgui Version: " IMGUI_VERSION);
|
||||
ImGui::TextUnformatted(" NetImgui Version: " NETIMGUI_VERSION);
|
||||
ImGui::TextUnformatted("");
|
||||
ImGui::SameLine();
|
||||
bQuit = ImGui::Button(" Quit ");
|
||||
if (ImGui::IsItemHovered()) ImGui::SetTooltip("Terminate this sample.");
|
||||
ImGui::NewLine();
|
||||
ImGui::TextColored(ImVec4(0.1, 1, 0.1, 1), "Description:");
|
||||
ImGui::TextWrapped(
|
||||
"This sample demonstate the ability to use Dear ImGui without any "
|
||||
"Backend. "
|
||||
"Rely instead on NetImgui to remotely handle drawing and inputs. "
|
||||
"This avoids the need for rendering/input/window management code on "
|
||||
"the client itself.");
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
NetImgui::EndFrame();
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace SampleNoBackend
|
||||
|
||||
int main(int, char**) {
|
||||
printf(
|
||||
"========================================================================"
|
||||
"========\n");
|
||||
printf(" NetImgui Sample: No Backend\n");
|
||||
printf(
|
||||
"========================================================================"
|
||||
"========\n");
|
||||
printf(
|
||||
" Demonstrate 'Dear ImGui' + 'NetImgui' for a UI displayed on a remote "
|
||||
"server.\n");
|
||||
printf(" Dear ImGui : " IMGUI_VERSION "\n");
|
||||
printf(" NetImgui : " NETIMGUI_VERSION "\n");
|
||||
printf(" ['Ctrl + C' to quit]\n");
|
||||
printf(
|
||||
"------------------------------------------------------------------------"
|
||||
"--------\n");
|
||||
if (!SampleNoBackend::Client_Startup()) {
|
||||
printf("Failed initializing NetImgui.");
|
||||
SampleNoBackend::Client_Shutdown();
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Main loop
|
||||
bool bQuit = false;
|
||||
SampleNoBackend::eSampleState sampleState =
|
||||
SampleNoBackend::eSampleState::Start;
|
||||
while (!bQuit) {
|
||||
// Avoids high CPU/GPU usage by releasing this thread until enough time has
|
||||
// passed
|
||||
static auto sLastTime = std::chrono::steady_clock::now();
|
||||
std::chrono::duration<float> elapsedSec =
|
||||
std::chrono::steady_clock::now() - sLastTime;
|
||||
if (elapsedSec.count() < 1.f / 120.f) {
|
||||
std::this_thread::sleep_for(std::chrono::microseconds(250));
|
||||
continue;
|
||||
}
|
||||
sLastTime = std::chrono::steady_clock::now();
|
||||
|
||||
// Sample Update
|
||||
SampleNoBackend::Client_Connect(sampleState);
|
||||
SampleNoBackend::Client_Draw(bQuit);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
SampleNoBackend::Client_Shutdown();
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user