diff --git a/.gitignore b/.gitignore index 8e612e2..405bc92 100644 --- a/.gitignore +++ b/.gitignore @@ -11,3 +11,5 @@ Makefile cmake_install.cmake include lib +imgui.ini + diff --git a/cli/imgui.ini b/cli/imgui.ini deleted file mode 100644 index 6057fed..0000000 --- a/cli/imgui.ini +++ /dev/null @@ -1,15 +0,0 @@ -[Window][Debug##Default] -Pos=60,60 -Size=400,400 -Collapsed=0 - -[Window][Dear ImGui Demo] -Pos=650,20 -Size=550,680 -Collapsed=0 - -[Window][Hello, world!] -Pos=57,94 -Size=345,180 -Collapsed=0 - diff --git a/cli/main.cpp b/cli/main.cpp index 4833d1b..a19ee80 100644 --- a/cli/main.cpp +++ b/cli/main.cpp @@ -1,42 +1,47 @@ -// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline -// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" +#include "imgui_memory_editor.h" #include - -// About Desktop OpenGL function loaders: -// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. -#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #include // Initialize with gl3wInit() -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) -#include // Initialize with glewInit() -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) -#include // Initialize with gladLoadGL() -#else -#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM -#endif - -// Include glfw3.h after our OpenGL definitions #include -// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. -// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. -// 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. -#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) -#pragma comment(lib, "legacy_stdio_definitions") -#endif +static MemoryEditor memory_editor; + +const int window_width = 1280; +const int window_height = 720; + +static GLuint output_texture; + +char mem_block[1024]; +int mem_block_size = 1024; static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Glfw Error %d: %s\n", error, description); } -int main(int, char**) +static void gen_output_texture(void) +{ + glGenTextures(1, &output_texture); +} + +static void emulation_start() +{ + +} + +static void emulation_stop() +{ + +} + +static void emulation_step() +{ + +} + +int main(int, char **) { // Setup window glfwSetErrorCallback(glfw_error_callback); @@ -56,29 +61,18 @@ int main(int, char**) const char* glsl_version = "#version 130"; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); - //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only - //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only #endif // Create window with graphics context - GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL); + GLFWwindow* window = glfwCreateWindow(window_width, window_height, "gb6", NULL, NULL); if (window == NULL) return 1; glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync // Initialize OpenGL loader -#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) bool err = gl3wInit() != 0; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) - bool err = glewInit() != GLEW_OK; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) - bool err = gladLoadGL() == 0; -#else - bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization. -#endif - if (err) - { + if (err) { fprintf(stderr, "Failed to initialize OpenGL loader!\n"); return 1; } @@ -98,34 +92,16 @@ int main(int, char**) ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); - // Load Fonts - // - 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. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - 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). - // - 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. - // - Read 'misc/fonts/README.txt' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != NULL); - // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + gen_output_texture(); + // Main loop while (!glfwWindowShouldClose(window)) { - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); // Start the Dear ImGui frame @@ -133,41 +109,38 @@ int main(int, char**) ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); - // 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!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. { static float f = 0.0f; static int counter = 0; - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + ImGui::Begin("Output"); // Create a window called "Hello, world!" and append into it. - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; + ImGui::Text("Control"); // Display some text (you can use a format strings too) ImGui::SameLine(); - ImGui::Text("counter = %d", counter); + if (ImGui::Button("Start")) { + emulation_start(); + } + + ImGui::SameLine(); + if (ImGui::Button("Stop")) { + emulation_stop(); + } + ImGui::SameLine(); + if (ImGui::Button("Step")) { + emulation_step(); + } + + ImGui::Image((void *) (uintptr_t) output_texture, ImVec2(160, 144)); + + // ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + // ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + // ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::End(); - } - // 3. Show another simple window. - if (show_another_window) - { - 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) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); + memory_editor.DrawWindow("Memory Editor", mem_block, mem_block_size, 0x0000); } // Rendering