Ejemplo n.º 1
0
import imgui

def my_render_function():
    print 'foo'

io = imgui.get_io()
io.display_size = 1920.0, 1280.0
io.render_draw_lists_fn = my_render_function
io.fonts.add_font_default()
io.fonts.get_tex_data_as_rgba32()


## Application main loop
while True:
    io = imgui.get_io();
    io.delta_time = 1.0/60.0;

    print 'Render'
    imgui.new_frame()
    imgui.begin("My window")
    imgui.text("Hello, world.")
    imgui.end()
    imgui.render()
    print '...done'
    #io.mouse_pos = mouse_pos;
    #io.mouse_down[0] = mouse_button_0;
    # io.KeysDown[i] = ...
#
#
Ejemplo n.º 2
0
def main():
    pygame.init()

    size = 800, 600

    pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL)
    pygame.display.set_caption("GBDev tool window")
    io = imgui.get_io()
    io.fonts.add_font_default()
    io.display_size = size

    renderer = PygameRenderer()

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

            renderer.process_event(event)

        imgui.new_frame()

        if imgui.begin_main_menu_bar():
            if imgui.begin_menu("Menu", True):
                open_gbtd, selected_none = imgui.menu_item("Open GBTD", None, False, True)
                open_gbtk, selected_none = imgui.menu_item("Open GBTK", None, False, True)
                
                export_json, selected_none = imgui.menu_item("Export Default Json", None, False, True)

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

                if clicked_quit:
                    exit(1)
                if open_gbtd:
                    os.system("wine tools/GBTD/GBTD.EXE &")
                if open_gbtk:
                    os.system("wine tools/GBTK.exe &")
                if export_json:
                    tools.json2c.default_use()
                imgui.end_menu()
            imgui.end_main_menu_bar()

        imgui.begin("Data", True)

        img_path = "data/img"
        onlyfiles = [f for f in listdir(img_path) if isfile(join(img_path, f))]
        #print(onlyfiles)
        for file in onlyfiles:
            imgui_image_menu(img_path+"/"+file)

        imgui.end()

        imgui.begin("Images", True)

        imgs_id = []
        for img_filename in onlyfiles:
            if img_filename.split(".")[-1] == "png":
                imgs_id.append((img_path+"/"+img_filename, img_manager.load_image(img_path+"/"+img_filename)))

        for img in imgs_id:
            img_size = img_manager.get_image_size(img[0])
            if img[1] is not 0 and img_size is not ():
                imgui.image(img[1], img_size[0]*2, img_size[1]*2, (0,1), (1,0))
                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()

        pygame.display.flip()
Ejemplo n.º 3
0
while True:
    w, h = core.viewSize()
    curX = 0
    curY = 0
    press = 0
    touch = core.singleTouch()
    if touch != None:
        curX = touch['cur_x'] + w // 2
        curY = -touch['cur_y'] + h // 2
        press = touch['is_holded'] | touch['is_moved']
    impl.process_inputs()

    core.update()

    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.begin("Custom window", True)
    imgui.text("Virtual Keyboard : " + str(core.isVirtualKeyboardShown()))
    imgui.text("Value: " + core.getInputText())
    if imgui.button("Show Virtual Keyboard"):
        core.showVirtualKeyboard()
Ejemplo n.º 4
0
 def render_ui(self):
     imgui.new_frame()
     imgui.show_demo_window()
     imgui.render()
     self._ui.render(imgui.get_draw_data())
     self._ui.process_inputs()
Ejemplo n.º 5
0
def view_obj(filename, display_surf):
    #pygame.init()
    #pygame.display.set_caption('Your Model')
    viewport = (800,600)
    hx = viewport[0]/2
    hy = viewport[1]/2
    display_surf = pygame.display.set_mode(viewport, OPENGL | DOUBLEBUF)
    imgui.create_context() #Does not work with pygame 2.0+
    impl = CustomRenderer()

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

    #Toggle visibility of hat
    #displayHat = False

    #Toggle which hat to display (0 = None, 1 = Leather Hat, 2 = Santa Hat)
    current = 0

    glLightfv(GL_LIGHT0, GL_POSITION,  (-40, 200, 100, 0.0))
    glLightfv(GL_LIGHT0, GL_AMBIENT, (0.2, 0.2, 0.2, 1.0))
    glLightfv(GL_LIGHT0, GL_DIFFUSE, (0.5, 0.5, 0.5, 1.0))
    glEnable(GL_LIGHT0)
    glEnable(GL_LIGHTING)
    glEnable(GL_COLOR_MATERIAL)
    glEnable(GL_DEPTH_TEST)
    glShadeModel(GL_SMOOTH)           # most obj files expect to be smooth-shaded

    # LOAD OBJECT AFTER PYGAME INIT
    hats = [
        OBJ_vbo('hats/new_leather_hat.OBJ'), #Leather Hat
        OBJ_vbo('hats/bigger_santahat.OBJ')  #Santa Hat
    ]
    hat_vals = [
        [[0,0,0], [0,0,0]],
        [[0,-90,0], [0,-76,96]], #(rx, ry, rz), (tx, ty, tz)
        [[-175,88, 0], [0, 50, 130]]
    ]
    #hat = OBJ_vbo('hats/new_leather_hat.OBJ')
    output = OBJ_vbo(filename)

    clock = pygame.time.Clock()

    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    width, height = viewport
    gluPerspective(90.0, width/float(height), 1, 500.0)
    glEnable(GL_DEPTH_TEST)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()

    model_1 = glGetDoublev(GL_MODELVIEW_MATRIX)
    model_2 = model_1

    #Head model rotational and translational values
    rx, ry, rz = (-175,88, 0) #Values found through trial and error
    tx, ty = (0,0)
    
    #Current hat rotational and translational values
    rx_h, ry_h, rz_h = (0,0,0)
    tx_h, ty_h, tz_h = (0,0,0)

    zpos = 265
    rotate = move = False
    is_running = True
    while is_running:
        time_delta = clock.tick(60)/1000.0

        for e in pygame.event.get():
            if e.type == QUIT:
                pygame.quit()
            elif e.type == KEYDOWN:
                if e.key == K_ESCAPE:
                    is_running = False
            elif e.type == MOUSEBUTTONDOWN:
                if e.button == 4: zpos = max(1, zpos-1)
                elif e.button == 5: zpos += 1
                elif e.button == 1: rotate = True
                elif e.button == 3: move = True
            elif e.type == MOUSEBUTTONUP:
                if e.button == 1: rotate = False
                elif e.button == 3: move = False
            elif e.type == MOUSEMOTION:
                i, j = e.rel
                if not imgui.core.is_any_item_active():
                    if rotate:
                        if rz + i <= 60 and rz + i >= -60:
                            rz += i
                            for k in range(1, len(hat_vals)):
                                #rz_h += i
                                hat_vals[k][0][2] += i
                    if move:
                        tx += i
                        ty -= j
                        rx += i
                        rx -= i
            if e.type != 16: #If not video resize event
                impl.process_event(e)

        imgui.new_frame()	
        imgui.begin("Options", True, flags=imgui.WINDOW_NO_RESIZE)
        imgui.set_window_size(200,200)
        clicked, current = imgui.listbox("Hats", current, ["None", "Leather Hat", "Santa Hat"])
        rx_h, ry_h, rz_h = hat_vals[current][0]
        tx_h, ty_h, tz_h = hat_vals[current][1]
        imgui.end()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()

        model_1 = glGetDoublev(GL_MODELVIEW_MATRIX)

        # RENDER OBJECT
        glTranslate(tx/20, ty/20., - zpos)
        glRotate(ry, 1, 0, 0)
        glRotate(rx, 0, 1, 0)
        glRotate(rz, 0, 0, 1)
        #glScalef(0.1,0.1,0.1)

        glMultMatrixf(model_1)
        model_1 = glGetDoublev(GL_MODELVIEW_MATRIX)

        output.render()

        glPopMatrix()

        glPushMatrix()
        glLoadIdentity()

        model_2 = glGetDoublev(GL_MODELVIEW_MATRIX)

        glTranslate(tx/20, ty/20, -zpos)
        glRotate(ry_h, 1, 0, 0)
        glRotate(rx_h, 0, 1, 0)
        glRotate(rz_h, 0, 0, 1)
        glTranslate(0,ty_h,tz_h)
        #glRotate(hat_vals[current][0][1], 1, 0, 0)
        #glRotate(hat_vals[current][0][0], 0, 1, 0)
        #glRotate(hat_vals[current][0][2], 0, 0, 1)
        #glTranslate(0,hat_vals[current][1][1],hat_vals[current][1][2])

        glMultMatrixf(model_2)
        model_2 = glGetDoublev(GL_MODELVIEW_MATRIX)

        if current != 0:
            hats[current - 1].render()
        glPopMatrix()

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

        pygame.display.flip()

    display_surf = pygame.display.set_mode((640,480))
def main():
    fail_exception = None
    status = WindowState.MAIN_MENU
    try:
        local_json, remote_json = fetch_json()
    except:
        fail_exception = traceback.format_exc()
        status = WindowState.FAILED
    else:
        if VERSION != remote_json["updater"]:
            status = WindowState.SELF_UPDATE_AVAILABLE
    can_update = False
    renderer = NXRenderer()
    while True:
        renderer.handleinputs()

        imgui.new_frame()
        width, height = renderer.io.display_size
        imgui.set_next_window_size(width, height)
        imgui.set_next_window_position(0, 0)
        imgui.begin("SwitchGuide Updater", flags=imgui.WINDOW_NO_RESIZE | imgui.WINDOW_NO_MOVE | imgui.WINDOW_NO_SAVED_SETTINGS | imgui.WINDOW_NO_COLLAPSE)
        imgui.set_window_font_scale(2.0)
        if status is WindowState.MAIN_MENU:
            imgui.begin_group()
            imgui.text("Atmosphere Updater")
            imgui.text("Loaded Atmosphere version: {}\nRemote Atmosphere version: {}".format(local_json["atmosphere"], remote_json["atmosphere"]))
            if imgui.button("Update Atmosphere"):
                status = WindowState.UPDATING_AMS
            imgui.end_group()
            imgui.separator()
            imgui.begin_group()
            imgui.text("Loaded Hekate version: {}\nRemote Hekate version: {}"
                    .format(local_json["hekate"], remote_json["hekate"]))                
            if imgui.button("Update Hekate"):
                status = WindowState.UPDATING_HEKATE
            imgui.end_group()
            imgui.separator()
            imgui.begin_group()
            imgui.text("Loaded nx-hbmenu version: {}\nRemote nx-hbmenu version: {}"
                    .format(local_json["nx-hbmenu"], remote_json["nx-hbmenu"]))
            imgui.text("Loaded nx-hbloader version: {}\nRemote nx-hbloader version: {}"
                    .format(local_json["nx-hbloader"], remote_json["nx-hbloader"]))
            if imgui.button("Update nx-hbmenu"):
                status = WindowState.UPDATING_NX_HBMENU
            imgui.same_line()
            if imgui.button("Update nx-hbloader"):
                status = WindowState.UPDATING_NX_HBLOADER
            imgui.end_group()
            imgui.separator()
            imgui.text("SwitchGuide Updater {}".format(VERSION))
            imgui.text("© 2018 - Valentijn \"noirscape\" V.")
        elif status is WindowState.SELF_UPDATE_AVAILABLE:
            imgui.begin_group()
            imgui.text("An update for SwitchGuide-Updater is available.")
            imgui.end_group()
            imgui.separator()
            if imgui.button("Install version {}".format(remote_json["updater"])):
                status = WindowState.UPDATING_SELF
            if imgui.button("Keep running version {}".format(VERSION)):
                status = WindowState.MAIN_MENU
        elif status is WindowState.UPDATING_AMS:
            imgui.text("Updating Atmosphere to version {}...".format(remote_json["atmosphere"]))
            can_update = True
        elif status is WindowState.UPDATING_HEKATE:
            imgui.text("Updating Hekate to version {}...".format(remote_json["hekate"]))
            can_update = True
        elif status is WindowState.UPDATING_SELF:
            imgui.text("Updating SwitchGuide-Updater to version {}...".format(remote_json["updater"]))
            can_update = True
        elif status is WindowState.UPDATING_NX_HBLOADER:
            imgui.text("Updating nx-hbloader to version {}...".format(remote_json["nx-hbloader"]))
            can_update = True
        elif status is WindowState.UPDATING_NX_HBMENU:
            imgui.text("Updating nx-hbmenu to version {}...".format(remote_json["nx-hbmenu"]))
            can_update = True
        elif status is WindowState.SELF_UPDATE_SUCCEEDED:
            imgui.text("Succesfully updated SwitchGuide-Updater")
            imgui.text("Press HOME to exit and reopen PyNX to run this application.")
        elif status is WindowState.FAILED:
            imgui.text(str(fail_exception))
        imgui.end()

        imgui.render()
        renderer.render()

        if status is WindowState.UPDATING_AMS and can_update:
            try:
                update_atmosphere()
            except:
                fail_exception = traceback.format_exc()
                status = WindowState.FAILED
            else:
                try:
                    write_update_file(local_json, remote_json, updated_ams=True)
                    local_json, remote_json = fetch_json()
                    status = WindowState.MAIN_MENU
                    can_update = False
                except:
                    fail_exception = traceback.format_exc()
                    status = WindowState.FAILED
        elif status is WindowState.UPDATING_HEKATE and can_update:
            try:
                update_hekate()
            except:
                fail_exception = traceback.format_exc()
                status = WindowState.FAILED
            else:
                try:
                    write_update_file(local_json, remote_json, updated_hekate=True)
                    local_json, remote_json = fetch_json()
                    status = WindowState.MAIN_MENU
                    can_update = False
                except:
                    fail_exception = traceback.format_exc()
                    status = WindowState.FAILED
        elif status is WindowState.UPDATING_SELF and can_update:
            try:
                update_self()
            except:
                fail_exception = traceback.format_exc()
                status = WindowState.FAILED
            else:
                status = WindowState.SELF_UPDATE_SUCCEEDED
                can_update = False
        elif status is WindowState.UPDATING_NX_HBLOADER and can_update:
            try:
                update_nx_hbloader()
            except:
                fail_exception = traceback.format_exc()
                status = WindowState.FAILED
            else:
                try:
                    write_update_file(local_json, remote_json, updated_nx_hbloader=True)
                    local_json, remote_json = fetch_json()
                    status = WindowState.MAIN_MENU
                    can_update = False
                except:
                    fail_exception = traceback.format_exc()
                    status = WindowState.FAILED
        elif status is WindowState.UPDATING_NX_HBMENU and can_update:
            try:
                update_nx_hbmenu()
            except:
                fail_exception = traceback.format_exc()
                status = WindowState.FAILED
            else:
                try:
                    write_update_file(local_json, remote_json, updated_nx_hbmenu=True)
                    local_json, remote_json = fetch_json()
                    status = WindowState.MAIN_MENU
                    can_update = False
                except:
                    fail_exception = traceback.format_exc()
                    status = WindowState.FAILED

    renderer.shutdown()
Ejemplo n.º 7
0
def interface():
    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()
        if imgui.begin_menu('Windows', True):
            clicked_fixtureC, selected_fixtureC = imgui.menu_item(
                'Fixture Controls', shortcut=None)
            if clicked_fixtureC:
                if values.showFixtureControl:
                    values.showFixtureControl = False
                else:
                    values.showFixtureControl = True

            imgui.end_menu()
        imgui.end_main_menu_bar()

    if values.showFixtureControl:
        imgui.begin("Fixture Control", True)
        for r in patch.rooms.values():
            expanded, visible = imgui.collapsing_header(r.name)
            if expanded:
                imgui.indent()
                for f in r.fixtureList:
                    expanded, visible = imgui.collapsing_header(f.name)
                    rgb = values.values[f.name]
                    if expanded:
                        imgui.columns(2, f.name)
                        imgui.indent()
                        imgui.text('Red')
                        changed, value = imgui.slider_int(
                            '##int%sred' % f.name, rgb[0], 0, 255)
                        if changed:
                            rgb[0] = value
                            ui.cache(f.setColor, [rgb, 0.2])
                            ui.update()
                        imgui.text('Green')
                        changed, value = imgui.slider_int(
                            '##int%sgreen' % f.name, rgb[1], 0, 255)
                        if changed:
                            rgb[1] = value
                            ui.cache(f.setColor, [rgb, 0.2])
                            ui.update()
                        imgui.text('Blue')
                        changed, value = imgui.slider_int(
                            '##int%sblue' % f.name, rgb[2], 0, 255)
                        if changed:
                            rgb[2] = value
                            ui.cache(f.setColor, [rgb, 0.2])
                            ui.update()
                        imgui.next_column()
                        imgui.color_button('Color Sample',
                                           rgb[0] / 255,
                                           rgb[1] / 255,
                                           rgb[2] / 255,
                                           width=100,
                                           height=100)
                        imgui.columns(1)
                        imgui.unindent()
                imgui.unindent()
        imgui.same_line(spacing=50)
        imgui.end()
Ejemplo n.º 8
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()
Ejemplo n.º 9
0
 def update(self, dt):
     imgui.new_frame()
     self.entities_gui()
     self.components_gui()
Ejemplo n.º 10
0
def main():
    global ERROR
    renderer = NXRenderer()
    currentDir = os.getcwd()

    while True:
        renderer.handleinputs()

        imgui.new_frame()

        width, height = renderer.io.display_size
        imgui.set_next_window_size(width, height)
        imgui.set_next_window_position(0, 0)
        imgui.begin("",
                    flags=imgui.WINDOW_NO_TITLE_BAR | imgui.WINDOW_NO_RESIZE
                    | imgui.WINDOW_NO_MOVE | imgui.WINDOW_NO_SAVED_SETTINGS)
        imgui.begin_group()

        imgui.text("Welcome to PyNX!")
        imgui.text("Touch is supported")
        imgui.text("Current dir: " + os.getcwd())

        if os.getcwd() != "sdmc:/":
            imgui.push_style_color(imgui.COLOR_BUTTON, *FOLDER_COLOR)
            if imgui.button("../", width=200, height=60):
                os.chdir("..")
            imgui.pop_style_color(1)

        dirs = []
        files = []
        for e in os.listdir():
            if os.path.isdir(e):
                dirs.append(e)
            else:
                files.append(e)

        dirs = sorted(dirs)
        files = sorted(files)

        for e in dirs:
            imgui.push_style_color(imgui.COLOR_BUTTON, *FOLDER_COLOR)
            if imgui.button(e + "/", width=200, height=60):
                os.chdir(e)
            imgui.pop_style_color(1)

        for e in files:
            if e.endswith(".py"):
                imgui.push_style_color(imgui.COLOR_BUTTON, *PYFILE_COLOR)
            else:
                imgui.push_style_color(imgui.COLOR_BUTTON, *FILE_COLOR)

            if imgui.button(e, width=200, height=60) and e.endswith(".py"):
                run_python_module(e)

            imgui.pop_style_color(1)

        imgui.end_group()
        # end of file picker

        imgui.same_line(spacing=50)
        imgui.begin_group()
        imgui.text("Utils:")

        imgui.push_style_color(imgui.COLOR_BUTTON, *APP_COLOR)
        if imgui.button("Interactive Python", width=200, height=60):
            t = Terminal()
            t.main()
        imgui.pop_style_color(1)

        imgui.end_group()

        imgui.end()

        if ERROR:
            imgui.set_next_window_size(width, height)
            imgui.set_next_window_position(0, 0)
            imgui.begin("ERROR",
                        flags=imgui.WINDOW_NO_RESIZE | imgui.WINDOW_NO_MOVE
                        | imgui.WINDOW_NO_SAVED_SETTINGS)
            imgui.text(str(ERROR))
            if imgui.button("OK", width=200, height=60):
                ERROR = ""
            imgui.end()

        imgui.render()
        renderer.render()

    renderer.shutdown()
Ejemplo n.º 11
0
def main_sdl2():
    def pysdl2_init():
        width, height = 1280, 800
        window_name = "Map Edit"
        if SDL_Init(SDL_INIT_EVERYTHING) < 0:
            print("Error: SDL could not initialize! SDL Error: " +
                  SDL_GetError())
            exit(1)
        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1)
        SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24)
        SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8)
        SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1)
        SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1)
        SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 16)
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
                            SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4)
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1)
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
                            SDL_GL_CONTEXT_PROFILE_CORE)
        SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, b"1")
        SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, b"1")
        window = SDL_CreateWindow(window_name.encode('utf-8'),
                                  SDL_WINDOWPOS_CENTERED,
                                  SDL_WINDOWPOS_CENTERED, width, height,
                                  SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE)
        if window is None:
            print("Error: Window could not be created! SDL Error: " +
                  SDL_GetError())
            exit(1)
        gl_context = SDL_GL_CreateContext(window)
        if gl_context is None:
            print("Error: Cannot create OpenGL Context! SDL Error: " +
                  SDL_GetError())
            exit(1)
        SDL_GL_MakeCurrent(window, gl_context)
        if SDL_GL_SetSwapInterval(1) < 0:
            print("Warning: Unable to set VSync! SDL Error: " + SDL_GetError())
            exit(1)
        return window, gl_context

    window, gl_context = pysdl2_init()

    renderer = SDL2Renderer(window)

    running = True

    event = SDL_Event()

    render_3d.init_sdl_window()

    while running:
        while SDL_PollEvent(ctypes.byref(event)) != 0:
            if event.type == SDL_QUIT:
                running = False
                break
            elif event.type == SDL_WINDOWEVENT and event.window.event == SDL_WINDOWEVENT_CLOSE:
                running = False
                break
            renderer.process_event(event)
        renderer.process_inputs()
        imgui.new_frame()
        on_frame()
        gl.glClearColor(1., 1., 1., 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        imgui.render()
        renderer.render(imgui.get_draw_data())
        SDL_GL_SwapWindow(window)
    renderer.shutdown()
    SDL_GL_DeleteContext(gl_context)
    SDL_DestroyWindow(window)
    SDL_Quit()