mirror of https://github.com/mlaux/gb6.git
add output and hex editor windows
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parent
5febbe7296
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2bc33296c7
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@ -11,3 +11,5 @@ Makefile
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cmake_install.cmake
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include
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lib
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imgui.ini
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@ -1,15 +0,0 @@
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[Window][Debug##Default]
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Pos=60,60
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Size=400,400
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Collapsed=0
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[Window][Dear ImGui Demo]
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Pos=650,20
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Size=550,680
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Collapsed=0
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[Window][Hello, world!]
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Pos=57,94
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Size=345,180
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Collapsed=0
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139
cli/main.cpp
139
cli/main.cpp
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@ -1,42 +1,47 @@
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// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include "imgui_memory_editor.h"
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#include <stdio.h>
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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h> // Initialize with gl3wInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h> // Initialize with glewInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Initialize with gladLoadGL()
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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// Include glfw3.h after our OpenGL definitions
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#include <GLFW/glfw3.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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static MemoryEditor memory_editor;
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const int window_width = 1280;
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const int window_height = 720;
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static GLuint output_texture;
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char mem_block[1024];
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int mem_block_size = 1024;
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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int main(int, char**)
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static void gen_output_texture(void)
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{
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glGenTextures(1, &output_texture);
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}
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static void emulation_start()
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{
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}
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static void emulation_stop()
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{
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}
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static void emulation_step()
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{
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}
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int main(int, char **)
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{
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// Setup window
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glfwSetErrorCallback(glfw_error_callback);
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@ -56,29 +61,18 @@ int main(int, char**)
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const char* glsl_version = "#version 130";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
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#endif
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// Create window with graphics context
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(window_width, window_height, "gb6", NULL, NULL);
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if (window == NULL)
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return 1;
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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// Initialize OpenGL loader
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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bool err = gl3wInit() != 0;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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bool err = glewInit() != GLEW_OK;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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bool err = gladLoadGL() == 0;
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#else
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bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
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#endif
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if (err)
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{
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if (err) {
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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return 1;
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}
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@ -98,34 +92,16 @@ int main(int, char**)
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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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 ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* 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 (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 ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/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 a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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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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gen_output_texture();
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// Main loop
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while (!glfwWindowShouldClose(window))
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your 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 two flags.
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glfwPollEvents();
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// Start the Dear ImGui frame
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@ -133,41 +109,38 @@ int main(int, char**)
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ImGui_ImplGlfw_NewFrame();
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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 created 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::Begin("Output"); // 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)
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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 (most widgets return true when edited/activated)
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counter++;
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ImGui::Text("Control"); // Display some text (you can use a format strings too)
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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if (ImGui::Button("Start")) {
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emulation_start();
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}
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ImGui::SameLine();
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if (ImGui::Button("Stop")) {
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emulation_stop();
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}
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ImGui::SameLine();
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if (ImGui::Button("Step")) {
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emulation_step();
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}
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ImGui::Image((void *) (uintptr_t) output_texture, ImVec2(160, 144));
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// ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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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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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().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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memory_editor.DrawWindow("Memory Editor", mem_block, mem_block_size, 0x0000);
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}
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// Rendering
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