feat: add ImGui frontend support with game selection and debug panels
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50
include/panda_sdl/imgui_layer.hpp
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50
include/panda_sdl/imgui_layer.hpp
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#pragma once
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#ifdef IMGUI_FRONTEND
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#include <SDL.h>
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#include <functional>
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#include <optional>
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#include "emulator.hpp"
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class ImGuiLayer {
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public:
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ImGuiLayer(SDL_Window* window, SDL_GLContext context, Emulator& emu);
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void init();
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void shutdown();
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void processEvent(const SDL_Event& event);
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void beginFrame();
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void render();
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void handleHotkey(const SDL_Event& event);
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std::optional<std::filesystem::path> runGameSelector();
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bool wantsCaptureKeyboard() const { return captureKeyboard; }
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bool wantsCaptureMouse() const { return captureMouse; }
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void setPaused(bool paused) { isPaused = paused; }
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void setPauseCallback(std::function<void(bool)> callback) { onPauseChange = std::move(callback); }
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void setVsyncCallback(std::function<void(bool)> callback) { onVsyncChange = std::move(callback); }
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private:
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void drawDebugPanel();
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void drawPausePanel();
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void drawSettingsPanel();
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SDL_Window* window = nullptr;
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SDL_GLContext glContext = nullptr;
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Emulator& emu;
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bool showDebug = true;
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bool showPauseMenu = false;
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bool showSettings = false;
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bool isPaused = false;
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bool captureKeyboard = false;
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bool captureMouse = false;
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std::function<void(bool)> onPauseChange;
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std::function<void(bool)> onVsyncChange;
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};
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#endif
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