cpu start
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// main.cpp
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// Example program using imgui_impl_cpu backend
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#include "imgui.h"
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#include "imgui_impl_cpu.h"
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#include "imgui_impl_sdl2.h"
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#include <SDL.h>
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#include <chrono>
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#include <stdio.h>
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#include <string.h>
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#ifdef __EMSCRIPTEN__
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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struct ExampleTimingHistory
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{
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double Samples[120];
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int Count;
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int Offset;
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ExampleTimingHistory() : Count(0), Offset(0) { memset(Samples, 0, sizeof(Samples)); }
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void AddSample(double value_ms)
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{
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Samples[Offset] = value_ms;
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Offset = (Offset + 1) % IM_ARRAYSIZE(Samples);
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if (Count < IM_ARRAYSIZE(Samples))
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Count++;
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}
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double GetAverageMs() const
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{
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if (Count == 0)
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return 0.0;
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double total = 0.0;
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for (int i = 0; i < Count; i++)
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total += Samples[i];
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return total / (double)Count;
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}
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};
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struct ExampleFramebuffer
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{
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ImVector<unsigned char> Storage;
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ImVector<ImU32> Palette;
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ImGui_ImplCPU_PixelFormat Format;
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ImGui_ImplCPU_Framebuffer CPU;
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SDL_Surface* Surface;
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Uint32 SDLFormat;
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ExampleFramebuffer() { memset((void*)this, 0, sizeof(*this)); }
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};
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static double ExampleGetTimeMs()
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{
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typedef std::chrono::steady_clock Clock;
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return std::chrono::duration<double, std::milli>(Clock::now().time_since_epoch()).count();
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}
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static void InitCPUFormatFromSDL(ImGui_ImplCPU_PixelFormat* out, ImVector<ImU32>* out_palette, const SDL_PixelFormat* format)
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{
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memset(out, 0, sizeof(*out));
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out->BitsPerPixel = format->BitsPerPixel;
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out->BytesPerPixel = format->BytesPerPixel;
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out->Rmask = format->Rmask;
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out->Gmask = format->Gmask;
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out->Bmask = format->Bmask;
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out->Amask = format->Amask;
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out->Rshift = (ImU8)format->Rshift;
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out->Gshift = (ImU8)format->Gshift;
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out->Bshift = (ImU8)format->Bshift;
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out->Ashift = (ImU8)format->Ashift;
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out->Rloss = (ImU8)format->Rloss;
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out->Gloss = (ImU8)format->Gloss;
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out->Bloss = (ImU8)format->Bloss;
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out->Aloss = (ImU8)format->Aloss;
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out->Palette = nullptr;
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out->PaletteSize = 0;
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out->MapColorFn = nullptr;
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out_palette->clear();
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if (format->palette != nullptr && format->palette->colors != nullptr && format->palette->ncolors > 0)
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{
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out_palette->resize(format->palette->ncolors);
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for (int i = 0; i < format->palette->ncolors; i++)
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{
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const SDL_Color& c = format->palette->colors[i];
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(*out_palette)[i] = IM_COL32(c.r, c.g, c.b, c.a);
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}
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out->Palette = out_palette->Data;
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out->PaletteSize = out_palette->Size;
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}
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}
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static bool RecreateFramebuffer(ExampleFramebuffer* framebuffer, SDL_Surface* window_surface)
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{
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if (framebuffer->Surface != nullptr)
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{
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SDL_FreeSurface(framebuffer->Surface);
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framebuffer->Surface = nullptr;
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}
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const int width = window_surface->w;
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const int height = window_surface->h;
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const int bytes_per_pixel = window_surface->format->BytesPerPixel;
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if (width <= 0 || height <= 0 || bytes_per_pixel <= 0)
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return false;
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InitCPUFormatFromSDL(&framebuffer->Format, &framebuffer->Palette, window_surface->format);
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framebuffer->Storage.resize(width * height * bytes_per_pixel);
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framebuffer->CPU.Pixels = framebuffer->Storage.Data;
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framebuffer->CPU.Width = width;
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framebuffer->CPU.Height = height;
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framebuffer->CPU.Pitch = width * bytes_per_pixel;
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framebuffer->CPU.Format = &framebuffer->Format;
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framebuffer->SDLFormat = window_surface->format->format;
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framebuffer->Surface = SDL_CreateRGBSurfaceWithFormatFrom(framebuffer->CPU.Pixels, width, height, window_surface->format->BitsPerPixel, framebuffer->CPU.Pitch, window_surface->format->format);
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return framebuffer->Surface != nullptr;
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}
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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}
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window
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float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_SHOWN);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+CPU Example",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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(int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
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if (!window)
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{
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printf("Error creating window: %s\n", SDL_GetError());
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return -1;
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}
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SDL_Surface* window_surface = SDL_GetWindowSurface(window);
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if (!window_surface)
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{
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printf("Error getting window surface: %s\n", SDL_GetError());
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return -1;
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}
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int win_w = window_surface->w;
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int win_h = window_surface->h;
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ExampleFramebuffer framebuffer;
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if (!RecreateFramebuffer(&framebuffer, window_surface))
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{
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printf("Error creating framebuffer: %s\n", SDL_GetError());
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return -1;
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}
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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(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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#ifdef __EMSCRIPTEN__
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io.IniFilename = nullptr;
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#endif
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale.
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style.FontScaleDpi = main_scale;
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOther(window);
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ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_AutoFirst, nullptr, 0);
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ImGui_ImplCPU_Init();
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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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ExampleTimingHistory raster_times;
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ExampleTimingHistory present_times;
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// Main loop
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bool done = false;
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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while (!done)
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#endif
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{
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// Poll and handle events (inputs, window resize, etc.)
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (event.type == SDL_WINDOWEVENT)
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{
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if (event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED || event.window.event == SDL_WINDOWEVENT_RESIZED)
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{
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// Recreate framebuffer at new size
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window_surface = SDL_GetWindowSurface(window);
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int new_w = window_surface->w;
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int new_h = window_surface->h;
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if (new_w != win_w || new_h != win_h || window_surface->format->format != framebuffer.SDLFormat)
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{
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if (!RecreateFramebuffer(&framebuffer, window_surface))
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{
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printf("Error creating framebuffer after resize: %s\n", SDL_GetError());
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return -1;
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}
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win_w = new_w;
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win_h = new_h;
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}
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}
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}
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}
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// Skip rendering when minimized to avoid busy-looping
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplCPU_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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int logical_w = 0;
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int logical_h = 0;
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SDL_GetWindowSize(window, &logical_w, &logical_h);
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// 1. Show the big demo window
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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. Mirror the SDL_Renderer example.
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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
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Raster %.3f ms | Present %.3f ms", raster_times.GetAverageMs(), present_times.GetAverageMs());
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ImGui::Text("Window %d x %d | Framebuffer %d x %d", logical_w, logical_h, framebuffer.CPU.Width, framebuffer.CPU.Height);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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const double raster_start_ms = ExampleGetTimeMs();
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SDL_FillRect(framebuffer.Surface, nullptr, SDL_MapRGBA(framebuffer.Surface->format,
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(Uint8)(clear_color.x * 255),
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(Uint8)(clear_color.y * 255),
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(Uint8)(clear_color.z * 255),
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(Uint8)(clear_color.w * 255)));
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ImGui_ImplCPU_RenderDrawData(ImGui::GetDrawData(), &framebuffer.CPU);
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raster_times.AddSample(ExampleGetTimeMs() - raster_start_ms);
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const double present_start_ms = ExampleGetTimeMs();
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SDL_BlitSurface(framebuffer.Surface, nullptr, window_surface, nullptr);
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SDL_UpdateWindowSurface(window);
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present_times.AddSample(ExampleGetTimeMs() - present_start_ms);
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}
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_MAINLOOP_END;
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#endif
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ImGui_ImplCPU_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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if (framebuffer.Surface != nullptr)
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SDL_FreeSurface(framebuffer.Surface);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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