Ejemplo n.º 1
0
class Application(object):
    def __init__(self):
        pass

    def loadConf(self):
        pass

    def init(self):
        pygame.init()
        size = 800, 600
        pygame.display.set_mode(
            size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)
        imgui.create_context()
        self.impl = PygameRenderer()
        self.io = imgui.get_io()
        self.io.display_size = size

    def run(self):
        while 1:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()
                self.impl.process_event(event)
            imgui.new_frame()
            # render game elements
            # render gui
            gl.glClearColor(1, 1, 1, 1)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT)
            imgui.render()
            self.impl.render(imgui.get_draw_data())
            pygame.display.flip()
Ejemplo n.º 2
0
def main():
    pygame.init()
    size = 800, 600

    pygame.display.set_mode(
        size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)

    imgui.create_context()
    impl = PygameRenderer()

    io = imgui.get_io()
    io.display_size = size
    while 1:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

            impl.process_event(event)

        imgui.new_frame()
        gl.glClearColor(1, 1, 1, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        imgui.render()
        impl.render(imgui.get_draw_data())

        pygame.display.flip()
Ejemplo n.º 3
0
def main():
    pygame.init()
    size = 1280, 960

    pygame.display.set_mode(
        size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)

    #imgui.create_context()
    imgui.create_context()
    impl = PygameRenderer()

    io = imgui.get_io()
    io.display_size = size
    while 1:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

            impl.process_event(event)
        interface()
        # note: cannot use screen.fill((1, 1, 1)) because pygame's screen
        #       does not support fill() on OpenGL sufraces
        gl.glClearColor(.1, .1, .1, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        imgui.render()
        impl.render(imgui.get_draw_data())

        pygame.display.flip()
Ejemplo n.º 4
0
def main():
    pygame.init()
    size = 800, 600

    pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)

    imgui.create_context()
    impl = PygameRenderer()

    io = imgui.get_io()
    io.display_size = size

    while 1:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

            impl.process_event(event)

        imgui.new_frame()

        if imgui.begin_main_menu_bar():
            if imgui.begin_menu("File", True):

                clicked_quit, selected_quit = imgui.menu_item(
                    "Quit", 'Cmd+Q', False, True
                )

                if clicked_quit:
                    exit(1)

                imgui.end_menu()
            imgui.end_main_menu_bar()

        imgui.show_test_window()

        imgui.begin("Custom window", True)
        imgui.text("Bar")
        #imgui.same_line()
        imgui.text_colored("Eggs", 0.2, 1., 0.)
        #imgui.same_line()
        imgui.bullet_text("bullet_text")
        # 不换行
        #imgui.same_line()
        imgui.end()

        # note: cannot use screen.fill((1, 1, 1)) because pygame's screen
        #       does not support fill() on OpenGL sufraces
        gl.glClearColor(1, 1, 1, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        imgui.render()
        impl.render(imgui.get_draw_data())

        pygame.display.flip()
Ejemplo n.º 5
0
def main():
    pygame.init()
    size = 800, 600

    pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)

    imgui.create_context()
    impl = PygameRenderer()

    io = imgui.get_io()
    io.display_size = size

    while 1:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

            impl.process_event(event)

        imgui.new_frame()
        if imgui.begin_main_menu_bar():
            if imgui.begin_menu("File", True):
                clicked_quit, selected_quit = imgui.menu_item("Quit", 'Alt+F4', False, True)
                clicked_save, selected_save = imgui.menu_item("Save", "", False, True)

                if clicked_save:
                    print("Saved...")
                    
                if clicked_quit:
                    exit(1)

                imgui.end_menu()
            imgui.end_main_menu_bar()
        gl.glClearColor(1, 1, 1, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        imgui.render()
        impl.render(imgui.get_draw_data())

        pygame.display.flip()
Ejemplo n.º 6
0
        if entered:
            try:
                output = eval(command)
                if output is not None:
                    console_text += "\n" + str(output)
            except BaseException as error:
                try:
                    exec(command)
                except BaseException as error2:
                    console_text += "\nError while attempting to evaluate expression: %s\nError while attempting to execute input as code: %s" % (
                        error, error2)

            command = ""

        imgui.end()

        gl.glClearColor(0.5, 0.5, 0.5, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        imgui.render()
        impl.render(imgui.get_draw_data())

        pygame.display.flip()

# TODO: Test remote motor connectivity support
# TODO: Finish implementing servos (gui support and remote control)
# TODO: Add adafruit motor library support on the Pi version
# TODO: Add default constants for some *very* commonly set values (irrespective of config files, would need actual examples of this to implement properly)
# TODO: Finish implementing all ROV Controllers into the gui
# TODO: Somehow change stuff so that .apply isn't an assumed functional property of all controllers
# TODO: Rewrite controller manager handling code so that they're handled like managers and not special controllers
Ejemplo n.º 7
0
def main():
    pygame.init()
    display = (1000, 700)
    screen = pygame.display.set_mode(display, DOUBLEBUF | OPENGLBLIT)
    imgui.create_context()
    impl = PygameRenderer()
    io = imgui.get_io()
    io.display_size = display
    pygame.display.set_caption('solar panels')
    gluPerspective(45, (display[0] / display[1]), 0.1, 50.0)
    glTranslatef(0, 0, -10)

    glRotatef(25, 2, 1, 0)

    # Coordinates
    x = 0
    y = 0
    z = 0
    a = 0
    # Keystates
    KLEFT = False
    KRIGHT = False
    KUP = False
    KDOWN = False
    KJ = False
    KL = False
    KA = False
    KD = False
    KW = False
    KS = False
    KI = False
    KK = False
    KG = False
    KH = False
    b = 0
    d = 0
    c = 1
    while 1:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            # KEYEVENT KEYDOWN HANDLING
            if event.type == pygame.KEYDOWN:
                # TRANSLATE
                if event.key == pygame.K_LEFT:
                    KLEFT = True
                if event.key == pygame.K_RIGHT:
                    KRIGHT = True
                if event.key == pygame.K_UP:
                    KUP = True
                if event.key == pygame.K_DOWN:
                    KDOWN = True
                if event.key == pygame.K_j:
                    KJ = True
                if event.key == pygame.K_l:
                    KL = True

                # ROTATE
                if event.key == pygame.K_a:
                    KA = True
                if event.key == pygame.K_d:
                    KD = True
                if event.key == pygame.K_w:
                    KW = True
                if event.key == pygame.K_s:
                    KS = True
                if event.key == pygame.K_i:
                    KI = True
                if event.key == pygame.K_k:
                    KK = True
                # Arm Control
                # Optional key usage to move arm model

                if event.key == pygame.K_g:
                    KG = True
                if event.key == pygame.K_h:
                    KH = True

            # KEYEVENT KEYUP HANDLING
            if event.type == pygame.KEYUP:
                # TRANSLATE
                if event.key == pygame.K_LEFT:
                    KLEFT = False
                if event.key == pygame.K_RIGHT:
                    KRIGHT = False
                if event.key == pygame.K_UP:
                    KUP = False
                if event.key == pygame.K_DOWN:
                    KDOWN = False
                if event.key == pygame.K_j:
                    KJ = False
                if event.key == pygame.K_l:
                    KL = False

                # ROTATE
                if event.key == pygame.K_a:
                    KA = False
                if event.key == pygame.K_d:
                    KD = False
                if event.key == pygame.K_w:
                    KW = False
                if event.key == pygame.K_s:
                    KS = False
                if event.key == pygame.K_i:
                    KI = False
                if event.key == pygame.K_k:
                    KK = False

                # Arm Angle
                # Optional key usage to move arm model

                if event.key == pygame.K_g:
                    KG = False
                if event.key == pygame.K_h:
                    KH = False

        # KEY PRESS ACTIONS

        # TRANSLATE

        if KH == True:
            glTranslatef(0, -1, 0)
            y += 1
        if KG == True:
            glTranslatef(0, 1, 0)
            y -= 1
        if KJ == True:
            glTranslatef(0, 0, -1)
            z += 1
        if KL == True:
            glTranslatef(0, 0, 1)
            z -= 1

        # ROTATE

        if KI == True:
            glRotate(5, 0, 1, 0)
        if KK == True:
            glRotate(5, 0, 0, 1)
        # Arm Angle
        # Optional key usage to move arm model
        if KRIGHT == True:
            a += 1

        if KLEFT == True:
            a -= 1
        if KUP == True:
            b += 1

        if KDOWN == True:
            b -= 1
        if KA == True:
            c += 1

        if KD == True:
            c -= 1
        if KW == True:
            d += 1
        if KS == True:
            d -= 1

        impl.process_event(event)
        imgui.new_frame()
        imgui.begin("Controle du Mirroir", True)
        imgui.text("Les Angles")

        c = imgui.slider_int("Axe des x", c, -180., 180.)[1]
        a = imgui.slider_int("Axe des y", a, -180., 180.)[1]
        changed, c = imgui.input_int('Type coefficient:', c)
        imgui.text('The Va;ue you entered is: %f' % c)
        visible = True
        expanded, visible = imgui.collapsing_header("Expand me!", visible)
        if expanded:
            imgui.text("Now you see me qnd perhaps you don't !")
            imgui.show_style_editor()

        imgui.end()

        imgui.render()

        gl.glClearColor(1, 1, 1, 1)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        impl.render(imgui.get_draw_data())

        glPushMatrix()
        house()
        glPopMatrix()
        glPushMatrix()
        house()
        Mirroir(c, a)
        glPopMatrix()
        glPushMatrix()
        mirroir2(c, a)
        glRotate(180, 0, 1, 0)

        glPopMatrix()
        glPushMatrix()
        support(c, a)
        glPopMatrix()
        support2()

        pygame.display.flip()
Ejemplo n.º 8
0
def main():

    # Theme Index
    THEME_INDEX = 2

    # window visible params
    bShowInfoPopUp = False
    bShowFiles = True
    bShowParsePdf = True
    bShowParserStatics = True

    bShowImg = False
    bShowTestWindow = True

    #delete cache files
    if os.path.isfile('ParseResult.log'):
        os.remove('ParseResult.log')
    if os.path.isfile('ManualFiles.log'):
        os.remove('ManualFiles.log')
    if os.path.isfile('Cluster.png'):
        os.remove('Cluster.png')

    pygame.init()
    size = 1280, 720  # 720p
    # size = 1920, 1080 # 1080p

    pygame.display.set_mode(
        size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)
    pygame.display.set_caption("PDF成績單解析器")

    clock = pygame.time.Clock()

    favicon = pygame.image.load('asset\\Logo.png')
    pygame.display.set_icon(favicon)

    imgui.create_context()

    impl = PygameRenderer()

    io = imgui.get_io()
    smallfont = io.fonts.add_font_from_file_ttf(
        "asset\\NotoSansTC-Black.otf", 12,
        io.fonts.get_glyph_ranges_chinese_full())
    normalfont = io.fonts.add_font_from_file_ttf(
        "asset\\NotoSansTC-Black.otf", 16,
        io.fonts.get_glyph_ranges_chinese_full())
    largefont = io.fonts.add_font_from_file_ttf(
        "asset\\NotoSansTC-Black.otf", 28,
        io.fonts.get_glyph_ranges_chinese_full())
    io.fonts.add_font_default()
    impl.refresh_font_texture()
    io.display_size = size

    style = imgui.get_style()
    if THEME_INDEX == 1:
        GF.SetCustomStyle1(style)
    elif THEME_INDEX == 2:
        GF.SetCustomStyle2(style)
    elif THEME_INDEX == 3:
        GF.SetCustomStyle3(style)

    CV = 0
    MV = 200
    while 1:
        clock.tick(30)  # fixed 15 fps

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                # remove cache here
                sys.exit()
            if event.type == pygame.VIDEORESIZE:
                print('resize is triggered!')

            # shortcut bindings
            if event.type == pygame.KEYDOWN:
                if event.mod == pygame.KMOD_LCTRL and event.key == pygame.K_q:
                    sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_F1:
                    GF.OpenHelper()

            impl.process_event(event)
        imgui.push_style_var(imgui.STYLE_FRAME_PADDING, (10, 12.5))
        imgui.new_frame()

        # Main menu region
        if imgui.begin_main_menu_bar():
            with imgui.font(normalfont):
                if imgui.begin_menu("設定", True):
                    if imgui.begin_menu(label="主題", enabled=True):
                        if THEME_INDEX == 1:
                            imgui.menu_item("默認", None, True, True)
                        else:
                            c, _ = imgui.menu_item("默認", None, False, True)
                            if c:
                                GF.SetCustomStyle1(style)
                                THEME_INDEX = 1
                        if THEME_INDEX == 2:
                            imgui.menu_item("CorporateGrey", None, True, True)
                        else:
                            c, _ = imgui.menu_item("CorporateGrey", None,
                                                   False, True)
                            if c:
                                GF.SetCustomStyle2(style)
                                THEME_INDEX = 2
                        if THEME_INDEX == 3:
                            imgui.menu_item("Light", None, True, True)
                        else:
                            c, _ = imgui.menu_item("Light", None, False, True)
                            if c:
                                GF.SetCustomStyle3(style)
                                THEME_INDEX = 3
                        imgui.end_menu()

                    clicked_quit, selected_quit = imgui.menu_item(
                        "Quit", "L-Ctrl + Q", False, True)
                    if clicked_quit:
                        sys.exit()
                    imgui.end_menu()

                if imgui.begin_menu("視窗", True):
                    if not bShowFiles:
                        F, _ = imgui.menu_item(label="選擇目錄",
                                               shortcut=None,
                                               selected=False,
                                               enabled=True)
                    else:
                        F, _ = imgui.menu_item(label="選擇目錄",
                                               shortcut=None,
                                               selected=True,
                                               enabled=True)
                    if F:
                        bShowFiles = not bShowFiles
                    if not bShowParsePdf:
                        o, _ = imgui.menu_item(label="解析成績單",
                                               shortcut=None,
                                               selected=False,
                                               enabled=True)
                    else:
                        o, _ = imgui.menu_item(label="解析成績單",
                                               shortcut=None,
                                               selected=True,
                                               enabled=True)
                    if o:
                        bShowParsePdf = not bShowParsePdf
                    if not bShowParserStatics:
                        r, _ = imgui.menu_item(label="解析結果",
                                               shortcut=None,
                                               selected=False,
                                               enabled=True)
                    else:
                        r, _ = imgui.menu_item(label="解析結果",
                                               shortcut=None,
                                               selected=True,
                                               enabled=True)
                    if r:
                        bShowParserStatics = not bShowParserStatics

                    imgui.end_menu()

                if imgui.begin_menu("資訊", True):
                    I, _ = imgui.menu_item("關於",
                                           None,
                                           selected=False,
                                           enabled=True)
                    h, _ = imgui.menu_item("幫助",
                                           shortcut="F1",
                                           selected=False,
                                           enabled=True)
                    if I:
                        bShowInfoPopUp = True

                    if h:
                        GF.OpenHelper()

                    imgui.end_menu()

            #imgui.pop_style_var(1)
            imgui.end_main_menu_bar()

        # Conditional windows
        if bShowFiles:
            imgui.set_next_window_position(0, 35, imgui.ONCE)
            imgui.set_next_window_size(230, 685, imgui.ONCE)
            with imgui.font(normalfont):
                bFileWindow = imgui.begin("選擇目錄",
                                          True,
                                          flags=imgui.WINDOW_NO_RESIZE
                                          | imgui.WINDOW_NO_MOVE
                                          | imgui.WINDOW_NO_COLLAPSE)
                if not bFileWindow[1]:
                    bShowFiles = False
                GE.FileWindow()
                imgui.end()

        if bShowParsePdf:
            imgui.set_next_window_position(230, 35, imgui.ONCE)
            imgui.set_next_window_size(450, 685, imgui.ONCE)
            with imgui.font(normalfont):
                bParsePdf = imgui.begin("解析成績單", True)
                if not bParsePdf[1]:
                    bShowParsePdf = False
                GE.ParsePdfWidget()
                imgui.end()

        if bShowParserStatics:
            imgui.set_next_window_position(680, 35, imgui.ONCE)
            imgui.set_next_window_size(600, 685, imgui.ONCE)
            with imgui.font(normalfont):
                bParserStats = imgui.begin("解析結果", True)
                if not bParserStats[1]:
                    bShowParserStatics = False
                GE.ParserStaticsWidget()
                if os.path.isfile('Cluster.png'):
                    img_info = GF.loadImage('Cluster.png')
                    imgui.image(img_info[0], img_info[1], img_info[2])
                imgui.end()

        if (bShowInfoPopUp):
            imgui.open_popup("資訊")

        imgui.set_next_window_size(600, 300)
        imgui.font(normalfont)
        if imgui.begin_popup_modal(title="資訊", visible=True, flags=0)[0]:
            GE.ProgramInfoPopup()
            imgui.separator()
            bShowInfoPopUp = False
            imgui.end_popup()

        if THEME_INDEX == 1:
            gl.glClearColor(0.1, 0.1, 0.1, 1)  # for default theme
        elif THEME_INDEX == 2:
            gl.glClearColor(0.45, 0.55, 0.6, 1)  # for light theme
        elif THEME_INDEX == 3:
            gl.glClearColor(0.25, 0.25, 0.25, 1.00)

        imgui.pop_style_var()
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        imgui.render()
        impl.render(imgui.get_draw_data())
        pygame.display.flip()

        CV += 1
Ejemplo n.º 9
0
class RapidApp:
    clock: pygame.time.Clock
    refresh_rate_hz: int
    window_size: tuple
    window_flags: int

    impl: PygameRenderer
    io: imgui.core._IO
    context: imgui.core._ImGuiContext
    context: imgui.core.GuiStyle

    def __init__(self, p_refresh_rate_hz=60, p_size=(800, 600)):

        self.refresh_rate_hz = p_refresh_rate_hz
        self.window_size = p_size
        self.window_flags = pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE

        self.quit_on_close = True
        self.use_base_window = True
        self.use_menu_bar = True
        self.use_gl_clear = True
        self.use_style_file = False

        self.show_style_window = False
        self.show_demo_window = False

        self.base_window_flags = imgui.core.WINDOW_MENU_BAR
        self.base_window_flags += imgui.core.WINDOW_NO_MOVE
        self.base_window_flags += imgui.core.WINDOW_NO_RESIZE
        self.base_window_flags += imgui.core.WINDOW_NO_COLLAPSE
        self.base_window_flags += imgui.core.WINDOW_NO_BRING_TO_FRONT_ON_FOCUS
        self.base_window_flags += imgui.core.WINDOW_NO_FOCUS_ON_APPEARING
        self.base_window_flags += imgui.core.WINDOW_NO_TITLE_BAR

        self.clock = None
        self.context = None
        self.impl = None
        self.io = None
        self.style = None

        self.running = False

        self.on_init()

    def on_init(self):
        pass

    def start(self):
        if not pygame.get_init():
            pygame.init()

        pygame.display.set_caption("RapidApp Window")
        pygame.display.set_mode(self.window_size, self.window_flags)

        gl.glClearColor(1, 1, 1, 1)

        self.context = imgui.create_context()
        self.impl = PygameRenderer()
        self.io = imgui.get_io()
        self.io.display_size = self.window_size

        self.style = imgui.get_style()
        self.style.window_rounding = 0

        self.on_window_created()

        if self.use_style_file:
            load_style_json_file()

        self.clock = pygame.time.Clock()
        self.main_loop()

    def on_window_created(self):
        pass

    def main_loop(self):
        self.running = True

        while self.running:
            # Event Handling:
            for event in pygame.event.get():
                if event.type == pygame.QUIT and self.quit_on_close:
                    self.running = False

                self.impl.process_event(event)
                self.handle_event(event)

            # Drawing:
            imgui.new_frame()

            self.update()

            self.render()

            pygame.display.flip()
            self.clock.tick(self.refresh_rate_hz)

        if self.use_style_file:
            save_style_json_file()

        self.end()

    def handle_event(self, event: pygame.event.Event):
        pass

    def update(self):
        self.window_size = pygame.display.get_surface().get_size()

        if self.use_base_window:
            imgui.set_next_window_position(0, 0)
            imgui.set_next_window_size(self.window_size[0],
                                       self.window_size[1])
            imgui.begin("main", False, self.base_window_flags)
            if self.use_menu_bar and imgui.begin_menu_bar():
                self.draw_menu()
                imgui.end_menu_bar()

            self.draw_base_window()

            imgui.end()
        else:
            if self.use_menu_bar and imgui.begin_main_menu_bar():
                self.draw_menu()
                imgui.end_main_menu_bar()

        self.draw_windows()

        if self.show_style_window:
            self.show_style_window = imgui.begin("Style Editor", True)[1]
            imgui.show_style_editor()
            imgui.end()

        if self.show_demo_window:
            self.show_demo_window = imgui.show_demo_window(True)

    def draw_menu(self):
        pass

    def draw_base_window(self):
        pass

    def draw_windows(self):
        pass

    def render(self):
        # gl.glClearColor(1, 1, 1, 1)
        if self.use_gl_clear:
            gl.glClear(gl.GL_COLOR_BUFFER_BIT)

        imgui.render()
        self.impl.render(imgui.get_draw_data())

    def end(self):
        pass
Ejemplo n.º 10
0
def run(
    gui_loop_function, 
    params=Params(), 
    on_init = None,
    on_exit = None):

    if params.windowed_full_screen:
        os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (
            params.windowed_full_screen_x_margin / 2, params.window_title_height)

    imgui.create_context()
    pygame.init()
    pygame.display.set_caption(params.win_title)
    win_size = params.win_size
    if params.windowed_full_screen:
        info = pygame.display.Info()
        screen_size = (info.current_w - params.windowed_full_screen_x_margin, info.current_h)
        win_size = (screen_size[0], screen_size[1] - params.window_title_height - params.windows_taskbar_height)

    pygame.display.set_mode(win_size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)
    imgui_ext._load_fonts()

    io = imgui.get_io()
    io.display_size = win_size

    pygame_renderer = PygameRenderer()
    # if on_exit:
    #     pygame.register_quit(on_exit)

    if on_init:
        on_init()

    while 1:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                if on_exit:
                    on_exit()
                try:
                    sys.exit()
                except SystemExit as e:
                    time.sleep(0.5)
                    # sys.exit()
                    # sys.terminate()
                    os._exit(1)

            pygame_renderer.process_event(event)

        imgui.new_frame()
        if params.provide_default_window:
            imgui.set_next_window_position(0, 0)
            imgui.set_next_window_size(win_size[0], win_size[1])
            imgui.begin("Default window")
        gui_loop_function()
        if params.provide_default_window:
            imgui.end()
        ImGuiImageLister._heartbeat()

        # note: cannot use screen.fill((1, 1, 1)) because pygame's screen
        #       does not support fill() on OpenGL surfaces
        gl.glClearColor(1, 1, 1, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        imgui.render()
        pygame_renderer.render(imgui.get_draw_data())
        pygame.display.flip()

        imgui_cv._clear_all_cv_textures()
        imgui_ext.__clear_all_unique_labels()