mirror of
https://github.com/eliasstepanik/imgui-rs.git
synced 2026-01-18 08:58:36 +00:00
78 lines
2.9 KiB
Rust
78 lines
2.9 KiB
Rust
//! A basic example showing imgui rendering together with some custom rendering
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//! using OpenGL ES, rather than full-fat OpenGL.
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//!
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//! Note this example uses `Renderer` rather than `OwningRenderer` and
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//! therefore requries more lifetime-management of the OpenGL context.
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use std::time::Instant;
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mod utils;
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use utils::Triangler;
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fn main() {
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let (event_loop, window) = utils::create_window(
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"Hello, triangle!",
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glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (3, 0)),
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);
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let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window);
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let gl = utils::glow_context(&window);
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let mut ig_renderer = imgui_glow_renderer::RendererBuilder::new()
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.with_context_state_manager(imgui_glow_renderer::StateBackupCsm::default())
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.build_borrowing(&gl, &mut imgui_context)
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.expect("failed to create renderer");
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// Note the shader header now needs a precision specifier
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let tri_renderer = Triangler::new(&gl, "#version 300 es\nprecision mediump float;");
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let mut last_frame = Instant::now();
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event_loop.run(move |event, _, control_flow| {
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*control_flow = glutin::event_loop::ControlFlow::Wait;
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match event {
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glutin::event::Event::NewEvents(_) => {
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let now = Instant::now();
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imgui_context
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.io_mut()
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.update_delta_time(now.duration_since(last_frame));
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last_frame = now;
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}
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glutin::event::Event::MainEventsCleared => {
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winit_platform
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.prepare_frame(imgui_context.io_mut(), window.window())
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.unwrap();
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window.window().request_redraw();
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}
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glutin::event::Event::RedrawRequested(_) => {
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tri_renderer.render(&gl);
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let ui = imgui_context.frame();
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ui.show_demo_window(&mut true);
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winit_platform.prepare_render(&ui, window.window());
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let draw_data = ui.render();
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ig_renderer
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.render(&gl, &draw_data)
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.expect("error rendering imgui");
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window.swap_buffers().unwrap();
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}
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glutin::event::Event::WindowEvent {
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event: glutin::event::WindowEvent::CloseRequested,
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..
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} => {
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*control_flow = glutin::event_loop::ControlFlow::Exit;
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}
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glutin::event::Event::LoopDestroyed => {
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tri_renderer.destroy(&gl);
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// Note, to be good citizens we should manually call destroy
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// when the renderer does not own the GL context
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ig_renderer.destroy(&gl);
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}
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event => {
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winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
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}
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}
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});
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}
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