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Merge remote-tracking branch 'origin/master'
# Conflicts: # build.gradle # imgui.ini
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src/test/kotlin/imgui/issue 17.kt

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//package imgui
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//
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//import glm_.vec2.Vec2
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//import glm_.vec4.Vec4
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//import gln.checkError
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//import gln.glClearColor
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//import gln.glViewport
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//import imgui.functionalProgramming.button
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//import imgui.impl.LwjglGL3
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//import org.lwjgl.opengl.GL
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//import org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT
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//import org.lwjgl.opengl.GL11.glClear
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//import uno.glfw.GlfwWindow
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//import uno.glfw.glfw
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//
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//fun main(args: Array<String>) {
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// test().run()
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//}
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//
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//class test {
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//
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// val window: GlfwWindow
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//
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// init {
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//
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// with(glfw) {
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// init()
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// windowHint {
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// context.version = "3.3"
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// profile = "core"
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// }
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// }
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//
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// window = GlfwWindow(1280, 720, "ImGui Lwjgl OpenGL3 example")
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//
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// with(window) {
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// makeContextCurrent()
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// glfw.swapInterval = 1 // Enable vsync
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// show()
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// }
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//
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// GL.createCapabilities()
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// }
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//
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// fun run() {
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//
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// // Setup ImGui binding
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// LwjglGL3.init(window, true)
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//
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// // Setup style
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// ImGui.styleColorsClassic()
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// //ImGui.styleColorsDark()
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//
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// // Load Fonts
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// /* - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use
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// pushFont()/popFont() to select them.
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// - addFontFromFileTTF() will return the Font so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return null. Please handle those errors in your application
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// (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling
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// FontAtlas.build()/getTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'extra_fonts/README.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write
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// a double backslash \\ ! */
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// //io.Fonts->AddFontDefault();
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// //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
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// //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
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// //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
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// //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
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//// IO.fonts.addFontFromFileTTF("extraFonts/ArialUni.ttf", 18f, glyphRanges = IO.fonts.glyphRangesJapanese)!!
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//
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// while (window.isOpen) loop()
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//
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// LwjglGL3.shutdown()
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//
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// window.destroy()
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// glfw.terminate()
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// }
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//
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// var f = 0f
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// val clearColor = Vec4(0.45f, 0.55f, 0.6f, 1f)
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// var showAnotherWindow = false
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// var showDemo = true
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// var listboxItemCurrent = 1
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//
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// var buf = Array(3) { CharArray(255) }
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// var windowOpen = BooleanArray(1)
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//
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// fun loop() {
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//
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// /* You can read the IO.wantCaptureMouse, IO.wantCaptureKeyboard flags to tell if dear imgui wants to use your
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// inputs.
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// - when IO.wantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - when Io.wantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those
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// two flags. */
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// glfw.pollEvents()
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// LwjglGL3.newFrame()
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//
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// with(ImGui) {
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//
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// val (w, h) = window.framebufferSize
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// setNextWindowPos(Vec2((w - 350) / 2, (h - 350) / 2), Cond.FirstUseEver)
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// setNextWindowSize(Vec2(350), Cond.FirstUseEver)
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// if (begin("Test", windowOpen, 0)) {
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// text("Test")
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//// for (i in 0 until buf.size) {
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// text("0")
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// inputText("", buf[0], InputTextFlags.EnterReturnsTrue.i)
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// text("1")
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// inputText("", buf[1], InputTextFlags.EnterReturnsTrue.i)
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//// }
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// end()
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// }
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// }
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//
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// // Rendering
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// glViewport(window.framebufferSize)
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// glClearColor(clearColor)
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// glClear(GL_COLOR_BUFFER_BIT)
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//
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// ImGui.render()
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// window.swapBuffers()
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//
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// checkError("loop") // TODO remove
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// }
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//}

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