def start(self): imgui.create_context() io = imgui.get_io() # io.fonts.add_font_default() io.fonts.add_font_from_file_ttf( "./res/font/Roboto-Medium.ttf", 14, io.fonts.get_glyph_ranges_chinese_full()) io.fonts.add_font_from_file_ttf( "./res/font/FZY3JW.ttf", 13, io.fonts.get_glyph_ranges_chinese_full(), True) self.window = App._impl_glfw_init() impl = GlfwRenderer(self.window) while not glfw.window_should_close(self.window): glfw.poll_events() impl.process_inputs() imgui.new_frame() # imgui.show_test_window() self.update() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(self.window) self.main_view and self.main_view.on_close() impl.shutdown() glfw.terminate()
def main(recfile): imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) slamgui = SLAMGUI(recfile) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_quit, _ = imgui.menu_item("Quit", 'Cmd+Q', False, True) if clicked_quit: exit(0) imgui.end_menu() imgui.end_main_menu_bar() slamgui.render() gl.glClearColor(0, 0, 0, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def app(render, width=1280, height=720, window_name="Maldives"): """ :param render: :param width: :param height: :param window_name: :return: """ imgui.create_context() window = impl_glfw_init(width, height, window_name) impl = GlfwRenderer(window) while not glfw.window_should_close(window): glfw.poll_events() gl.glClearColor(0.3, 0.5, 0.4, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) impl.process_inputs() imgui.new_frame() render() imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
async def async_main(window, config): await asyncjob.start_worker() imgui_impl = GlfwRenderer(window) renderer = WorldRenderer() app = StarboundMap(renderer) frame_size = np.ones(2) while not glfw.window_should_close(window): glfw.poll_events() if G.minimized: # do not render zero sized frame continue imgui_impl.process_inputs() frame_size = np.array(glfw.get_framebuffer_size(window)) gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0) gl.glViewport(0, 0, frame_size[0], frame_size[1]) gl.glClearColor(0.1, 0.1, 0.2, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) app.gui() glfw.swap_buffers(window) await asyncio.sleep(0) config[CONFIG_WIDTH] = str(int(frame_size[0])) config[CONFIG_HEIGHT] = str(int(frame_size[1])) imgui_impl.shutdown() imgui.shutdown()
def main(): window = impl_glfw_init() impl = GlfwRenderer(window) font_scaling_factor = fb_to_window_factor(window) io = impl.io # clear font atlas to avoid downscaled default font # on highdensity screens. First font added to font # atlas will become default font. io.fonts.clear() # set global font scaling io.font_global_scale = 1. / font_scaling_factor # dictionary of font objects from our font directory fonts = { os.path.split(font_path)[-1]: io.fonts.add_font_from_file_ttf( font_path, FONT_SIZE_IN_PIXELS * font_scaling_factor, io.fonts.get_glyph_ranges_latin()) for font_path in FONTS_DIR } secondary_window_main_font = random.choice(list(fonts.values())) impl.refresh_font_texture() while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() imgui.begin("Window with multiple custom fonts", True) imgui.text("This example showcases font usage on text() widget") for font_name, font in fonts.items(): imgui.separator() imgui.text("Font:{}".format(font_name)) with imgui.font(font): imgui.text("This text uses '{}' font.".format(font_name)) imgui.end() with imgui.font(secondary_window_main_font): imgui.begin("Window one main custom font", True) imgui.text("This window uses same custom font for all widgets") imgui.end() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
class Application: def __init__(self, args): imgui.create_context() self._window = self._glfw_init() self._renderer = GlfwRenderer(self._window) self._scene = TinyRendererEditor() self.main_loop() def main_loop(self): while not glfw.window_should_close(self._window): glfw.poll_events() self._renderer.process_inputs() imgui.new_frame() gl.glClearColor(0.2, 0.2, 0.2, 1.0) gl.glClear(gl.GL_COLOR_BUFFER_BIT) self._scene.update() imgui.render() draw_data = imgui.get_draw_data() if draw_data.valid: self._renderer.render(draw_data) glfw.swap_buffers(self._window) self._renderer.shutdown() glfw.terminate() def _glfw_init(self): """ Initializes the glfw an OpenGL context and returns a window """ width, height = 1600, 900 window_name = "Computer Graphics Playground" if not glfw.init(): print("Could not initialize OpenGL context") exit(1) # OS X supports only forward-compatible core profiles from 3.2 glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, gl.GL_TRUE) # Create a windowed mode window and its OpenGL context window = glfw.create_window(int(width), int(height), window_name, None, None) glfw.make_context_current(window) if not window: glfw.terminate() print("Could not initialize Window") exit(1) return window
def main(): imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) _ = gl.glGenFramebuffers(1) videoWindows = [] def dropFile(window, files): for file in files: videoWindows.append(VideoPlayer(file)) glfw.set_drop_callback(window, dropFile) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() videoWindows = [x for x in videoWindows if x.open] if len(videoWindows) > 0: for videoWindow in videoWindows: videoWindow.render() else: imgui.core.set_next_window_position(10, 10) winw, winh = glfw.get_window_size(window) imgui.core.set_next_window_size(winw - 20, 10) imgui.begin("##Message", True, flags=imgui.WINDOW_NO_SCROLLBAR | imgui.WINDOW_NO_RESIZE | imgui.WINDOW_NO_TITLE_BAR | imgui.WINDOW_NO_MOVE) imgui.text("Drop one or more video files onto this window to play") imgui.end() gl.glClearColor(0., 0., 0., 1.) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) for videoWindow in videoWindows: videoWindow.terminate() impl.shutdown() glfw.terminate()
def main(): window = impl_glfw_init() impl = GlfwRenderer(window) box1 = box2 = box3 = True while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() 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("Scope Test") box1 = imgui.checkbox("Checkbox", box1)[1] with imgui.scope(2): imgui.new_line() imgui.text("Same name, different scope:") box2 = imgui.checkbox("Checkbox", box2)[1] imgui.new_line() imgui.text("Same name, same scope:") imgui.text("(This will not work right)") box3 = imgui.checkbox("Checkbox", box3)[1] imgui.end() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() glfw.swap_buffers(window) impl.shutdown() imgui.shutdown() glfw.terminate()
def main(): imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) ip_address = "localhost:3333" #imgui.set_window_font_scale(1.0) comms = MouseSocket() click_guard = True while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() imgui.set_next_window_size(300, 120) imgui.set_next_window_position(10, 0) imgui.begin("", False, imgui.WINDOW_NO_RESIZE) changed, ip_address = imgui.input_text(label="IP:PORT", value=ip_address, buffer_length=30) clicked = imgui.button(label="CONNECT") if clicked: comms.connect(ip_address) max_x, max_y = glfw.get_window_size(window) x, y = glfw.get_cursor_pos(window) norm_x = x / max_x norm_y = y / max_y state = glfw.get_mouse_button(window, glfw.MOUSE_BUTTON_LEFT) if state == glfw.PRESS: click_guard = False elif state == glfw.RELEASE and not click_guard: click_guard = True comms.send_click(norm_x, norm_y) comms.send_mouse_coords(norm_x, norm_y) imgui.text("Mouse Coords: {:.2f}, {:.2f}".format(norm_x, norm_y)) imgui.text("Connected: {}".format(comms.is_connected)) imgui.end() gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def main(): desktop = Desktop() imgui.create_context() window = core.impl_glfw_init() impl = GlfwRenderer(window) imgui.core.style_colors_light() app_list = list(get_app_list()) # figure = plt.figure() # img = Image.open('./test.png') # texture, width, height = readImage(img) def update(): imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("System", True): for app in app_list: clicked, selected = imgui.menu_item( app.__name__, '', False, True) if clicked: desktop.add(app()) imgui.separator() clicked_quit, selected_quit = imgui.menu_item( "Quit", '', False, True) if clicked_quit: exit(1) imgui.end_menu() imgui.end_main_menu_bar() desktop.render() while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() update() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() data = imgui.get_draw_data() impl.render(data) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def main(): imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) io = imgui.get_io() jb = io.fonts.add_font_from_file_ttf(path_to_font, 30) if path_to_font is not None else None impl.refresh_font_texture() while not glfw.window_should_close(window): render_frame(impl, window, jb) impl.shutdown() glfw.terminate()
def main(): ctx = imgui.create_context() implot.create_context() implot.set_imgui_context(ctx) window = impl_glfw_init() impl = GlfwRenderer(window) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() 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("Bar") imgui.text_ansi("B\033[31marA\033[mnsi ") imgui.text_ansi_colored("Eg\033[31mgAn\033[msi ", 0.2, 1., 0.) imgui.extra.text_ansi_colored("Eggs", 0.2, 1., 0.) imgui.end() # show_test_window() imgui.show_test_window() implot.show_demo_window() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def main(): window = impl_glfw_init() imgui.create_context() impl = GlfwRenderer(window) plot_values = array('f', [sin(x * C) for x in range(L)]) histogram_values = array('f', [random() for _ in range(20)]) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() imgui.begin("Plot example") imgui.plot_lines( "Sin(t)", plot_values, overlay_text="SIN() over time", # offset by one item every milisecond, plot values # buffer its end wraps around values_offset=int(time() * 100) % L, # 0=autoscale => (0, 50) = (autoscale width, 50px height) graph_size=(0, 50), ) imgui.plot_histogram( "histogram(random())", histogram_values, overlay_text="random histogram", # offset by one item every milisecond, plot values # buffer its end wraps around graph_size=(0, 50), ) imgui.end() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def replay(fname): imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) replaygui = ReplayGUI(fname) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_quit, _ = imgui.menu_item( "Quit", 'Cmd+Q', False, True) if clicked_quit: exit(0) imgui.end_menu() if imgui.begin_menu("View", True): _, replaygui.show_frontview = imgui.menu_item( "Front view", selected=replaygui.show_frontview) imgui.end_menu() if imgui.begin_menu("Tools", True): clicked, _ = imgui.menu_item("Learn control params") if clicked: replaygui.learn_controls = True clicked, _ = imgui.menu_item("Lap timer") if clicked: replaygui.lap_timer = True imgui.end_menu() imgui.end_main_menu_bar() replaygui.render() gl.glClearColor(0, 0, 0, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
class Gui: def __init__(self, window): imgui.create_context() self.impl = GlfwRenderer(window) self.color = 0.45, 0.55, 0.60, 1.00 def NewFrame(self): self.impl.process_inputs() imgui.new_frame() def EndFrame(self): imgui.end_frame() imgui.render() self.impl.render(imgui.get_draw_data()) def endGui(self): self.impl.shutdown()
class Gui(object, IRuntimeModule): def __init__(self): super(Gui, self).__init__() self.impl = None # type: Optional[GlfwRenderer] self.on_gui = None self.io = None self.on_gui_editor = None # --------------------------------------------------- # IRuntimeModule # --------------------------------------------------- @logger def initialize(self): imgui.create_context() self.io = imgui.get_io() # TODO 这些枚举搜不到,需要式再说 # io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking # io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows # self.io.config_flags |= imgui.CONFIG_NAV_ENABLE_KEYBOARD # Enable Keyboard Controls TODO cause error window = G.appm.window_handle self.impl = GlfwRenderer( window, attach_callbacks=False ) # NOTE otherwise imgui will register glfw callbacks imgui.style_colors_dark() self.on_gui = G.appm.on_gui self.on_gui_editor = G.editorm.on_gui @logger def finalize(self): self.impl.shutdown() imgui.destroy_context() def update(self): self.impl.process_inputs() imgui.new_frame() self.on_gui and self.on_gui() self.on_gui_editor and self.on_gui_editor() imgui.render() self.impl.render(imgui.get_draw_data())
def sim(): imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) sg = SimGUI() t0 = time.time() play = True while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_quit, _ = imgui.menu_item("Quit", 'Cmd+Q', False, True) if clicked_quit: exit(0) imgui.end_menu() imgui.end_main_menu_bar() t = time.time() if play: sg.step(min(t - t0, 0.03)) else: sg.idle() t0 = t play = sg.render(play) gl.glClearColor(0, 0, 0, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def main(): window = impl_glfw_init() impl = GlfwRenderer(window) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() 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.text_colored("Eggs", 0.2, 1., 0.) imgui.end() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() glfw.swap_buffers(window) impl.shutdown() imgui.shutdown() glfw.terminate()
def main_glfw(): def glfw_init(): width, height = 1280, 720 window_name = "minimal ImGui/GLFW3 example" if not glfw.init(): print("Could not initialize OpenGL context") exit(1) # OS X supports only forward-compatible core profiles from 3.2 glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, gl.GL_TRUE) # Create a windowed mode window and its OpenGL context window = glfw.create_window( int(width), int(height), window_name, None, None ) glfw.make_context_current(window) if not window: glfw.terminate() print("Could not initialize Window") exit(1) return window window = glfw_init() impl = GlfwRenderer(window) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() on_frame() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def main(): init() imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() draw(imgui) gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
class ImGuiPlayer: # --------------------------------------------------------------------------- # --------------------------- class variables ------------------------------- # --------------------------------------------------------------------------- window = None impl: GlfwRenderer = None app: ImGuiPlayerApp = None quit_requested: bool = None def __init__(self, app: ImGuiPlayerApp): self.app = app #initialize window and GUI imgui.create_context() self.window = self.impl_glfw_init() self.impl = GlfwRenderer(self.window) self.quit_requested = False def impl_glfw_init(self): width, height = 1200, 1200 window_name = "RefocusApp" if not glfw.init(): print("Could not initialize OpenGL context") exit(1) glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 2) # the OPENGL_COMPAT_PROFILE enables the mix between pyimgui and glumpy glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_COMPAT_PROFILE) glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, gl.GL_TRUE) window = glfw.create_window(int(width), int(height), window_name, None, None) glfw.make_context_current(window) if not window: glfw.terminate() print("Could not initialize Window") sys.exit(1) self.app.window_size_callback(window, 1200, 1200) return window # --------------------------------------------------------------------------- # --------------------------- class methods - gui and menu ---------------- # --------------------------------------------------------------------------- def key_callback(self, window, key, scancode, action, mods): io = imgui.get_io() self.impl.keyboard_callback(window, key, scancode, action, mods) if io.want_capture_keyboard: print("imgui handles") else: #print("processed by app: key pressed") if key == glfw.KEY_ESCAPE and action == glfw.RELEASE: self.quit_requested = True if key == glfw.KEY_Q and np.bitwise_and(mods, glfw.MOD_CONTROL): self.quit_requested = True self.app.key_callback(window, key, scancode, action, mods) def mouse_cursor_pos_callback(self, window, xpos, ypos): io = imgui.get_io() if not io.want_capture_mouse: self.app.mouse_cursor_pos_callback(window, xpos, ypos) def mouse_button_callback(self, window, button, action, mods): io = imgui.get_io() if io.want_capture_mouse: print("imgui handles") else: self.app.mouse_button_callback(window, button, action, mods) def mouse_scroll_callback(self, window, xoffset, yoffset): io = imgui.get_io() if io.want_capture_mouse: print("imgui handles") else: #print( "processed by app: scroll: {},{}".format( xoffset, yoffset )); self.app.mouse_scroll_callback(window, xoffset, yoffset) def window_size_callback(self, window, width, height): self.app.window_size_callback(window, width, height) def run(self): glfw.set_key_callback(self.window, self.key_callback) glfw.set_cursor_pos_callback(self.window, self.mouse_cursor_pos_callback) glfw.set_mouse_button_callback(self.window, self.mouse_button_callback) glfw.set_scroll_callback(self.window, self.mouse_scroll_callback) glfw.set_window_size_callback(self.window, self.window_size_callback) while not glfw.window_should_close( self.window) and not self.quit_requested: self.app.on_draw() glfw.poll_events() self.impl.process_inputs() self.app.menu() gl.glClearColor(0., 0., 0.2, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) self.app.on_draw() imgui.render() self.impl.render(imgui.get_draw_data()) glfw.swap_buffers(self.window) self.impl.shutdown() glfw.terminate()
def main(): loadFlightData() imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() # get the style object and edit the object to make it look decent with GLFW style = imgui.get_style() style.window_rounding = 0 style.frame_rounding = 0 #create the main ImGuI frame to then use to display the actual GUI on imgui.new_frame() flags = imgui.WINDOW_NO_MOVE | imgui.WINDOW_NO_RESIZE | imgui.WINDOW_NO_COLLAPSE | imgui.WINDOW_NO_TITLE_BAR | imgui.WINDOW_MENU_BAR imgui.set_next_window_size(window_width, window_height) imgui.set_next_window_position(0, 0) # Start the beginning of the ImGui window, drone flight logger being an ID imgui.begin("Drone Flight Logger", False, flags=flags) if imgui.button("Add new Flight"): imgui.open_popup("test") imgui.same_line() imgui.text("Total Flight Time: " + str(flights.getTotalFlightTime()) + "h") imgui.same_line() imgui.text("| Total Batteries Used: " + str(flights.getTotalBatteriesUsed())) # Main Menu Bar Code mainMenuBar() # create a child window in the inital window to divide the window up so there can be a preview on the left imgui.begin_child("flight_selector", width=window_width / 5 * 2, border=True) # loop through all flights and assign flight as the key value for flight in flights.getFlights(): # get the flight data based off the flight name flight_data = flights.getFlights()[flight] # if the flight location is in the List variable of currently selected locations show it if currentSelectedLocations[flight_data.getLocationName()]: # flight drop down code, passing in the flight name and flight data flightDropDown(flight, flight_data) imgui.end_child() imgui.same_line() # create the preview sidepane of the main window imgui.begin_child("flight_info", border=True) # if there is the key preview in currentviewingflightdata show the image. Done this way as I will eventually add in the flight location and other stats to the sidepane as well if "preview" in currentViewingFlightData: imgui.image(currentViewingFlightData["preview"]['image'], currentViewingFlightData["preview"]['width'] / 6, currentViewingFlightData["preview"]['height'] / 6) imgui.end_child() if imgui.begin_popup_modal("test")[0]: addNewFlightData["date"] = imgui.input_text( "Flight date", addNewFlightData["date"], 2046)[1] addNewFlightData["batteries_used"] = imgui.input_int( 'Batteries used', addNewFlightData["batteries_used"])[1] addNewFlightData["flight_time"] = imgui.input_int( 'Flight time in minutes', addNewFlightData["flight_time"])[1] addNewFlightData["location_name"] = imgui.input_text( "Flight location", addNewFlightData["location_name"], 2046)[1] addNewFlightData["copyFromFolder"] = imgui.input_text( "Folder with new flight media", addNewFlightData["copyFromFolder"], 2046)[1] if imgui.button("test"): handleAddNewFlight() imgui.close_current_popup() # imgui.text("Select an option:") # imgui.separator() # imgui.selectable("One") # imgui.selectable("Two") # imgui.selectable("Three") imgui.end_popup() imgui.end() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def main(mapim): imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) mw = TrackplanWindow(cv2.imread(mapim)) status = 'Ready' while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() loaded = False if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): load1, _ = imgui.menu_item("Load pts") if load1: try: f = open("trackstate.pkl", "rb") rwstate = pickle.load(f) mw.setstate(rwstate) loaded = True f.close() except IOError: status = 'Unable to load ptlist.pkl' save1, _ = imgui.menu_item("Save pts") if save1: f = open("trackstate.pkl", "wb") pickle.dump((mw.getstate()), f) f.close() status = 'Saved point list' exportlm, _ = imgui.menu_item("Export cones / home") if exportlm: mw.save_cones("lm.txt") status = 'Exported lm.txt' exporttrack, _ = imgui.menu_item("Export track definition") if exporttrack: mw.save_track("trackdef.txt") status = 'Exported trackdef.txt' exportraceline, _ = imgui.menu_item("Export race line") if exportraceline: if mw.opttrack is None: status = 'Optimized track not defined!' else: mw.save_raceline("track.txt") status = 'Exported track.txt' clicked_quit, _ = imgui.menu_item("Quit", 'Cmd+Q', False, True) if clicked_quit: exit(0) imgui.end_menu() imgui.end_main_menu_bar() mw.render(loaded) imgui.set_next_window_position(0, imgui.get_io().display_size[1] - 30) imgui.begin("status", flags=0x7f) imgui.text(status) imgui.end() gl.glClearColor(0., 0., 0., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def main(): global width_library global width_shematic global width_context global height_window global previous_key_callback global selected_link global selected_node global iggraph global node_library global debug_is_mouse_dragging global show_debug_window # states ------------------------- scrolling = imgui.Vec2(0, 0) iggraph = IGGraph(node_library) # iggraph.reset() node_hovered_in_scene = -1 parameter_link_start = None selected_parameter = None io_hovered = None io_anchors_width_not_hovered = 10 io_anchors_width_hovered = 15 right_splitter_is_active = False left_splitter_is_active = False image_width = 0 image_height = 0 image_texture = None # states ------------------------- imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) io = imgui.get_io() previous_key_callback = glfw.set_key_callback(window,key_event) init_textures() assign_parameter_colors(node_library) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_new, selected_new = imgui.menu_item( "New", 'Cmd+N', False, True ) if clicked_new: iggraph = IGGraph(node_library) clicked_load, selected_load = imgui.menu_item( "Load", 'Cmd+L', False, True ) if clicked_load: root = tk.Tk() root.withdraw() filename = filedialog.askopenfilename() if filename : f=open(filename) iggraph.from_json(json.load(f)) f.close() clicked_save, selected_save = imgui.menu_item( "Save", 'Cmd+S', False, True ) if clicked_save: iggraph.reset() graph_json = iggraph.to_json() text2save = json.dumps(graph_json, indent=4, sort_keys=True) root = tk.Tk() root.withdraw() f = filedialog.asksaveasfile(mode='w', defaultextension=".json") if f is None: # asksaveasfile return `None` if dialog closed with "cancel". return f.write(text2save) f.close() clicked_quit, selected_quit = imgui.menu_item( "Quit", 'Cmd+Q', False, True ) if clicked_quit: exit(0) imgui.end_menu() if imgui.begin_menu("Debug", True): show_debug_window_clicked, show_debug_window_selected = imgui.menu_item( "Show Debug window", 'Cmd+D', show_debug_window, True ) if show_debug_window_clicked: show_debug_window = not show_debug_window catch_exceptions_clicked, catch_exceptions_selected = imgui.menu_item( "Catch Exceptions", '', iggraph.catch_exceptions, True ) if catch_exceptions_clicked: iggraph.catch_exceptions = not iggraph.catch_exceptions imgui.separator() imgui.menu_item( "Examples", '', False, False ) show_example_mosaic_clicked, show_example_mosaic_selected = imgui.menu_item( "Mosaic", '', False, True ) if show_example_mosaic_clicked: example_mosaic(iggraph) imgui.end_menu() imgui.end_main_menu_bar() height_window = io.display_size.y - 18 # imgui.get_cursor_pos_y() imgui.push_style_var(imgui.STYLE_ITEM_SPACING, imgui.Vec2(0,0)) imgui.set_next_window_size(io.display_size.x, height_window) imgui.set_next_window_position(0, 18) imgui.push_style_var(imgui.STYLE_WINDOW_ROUNDING, 0) imgui.begin("Splitter test", False, imgui.WINDOW_NO_TITLE_BAR | imgui.WINDOW_NO_RESIZE | imgui.WINDOW_NO_MOVE | imgui.WINDOW_NO_BRING_TO_FRONT_ON_FOCUS) imgui.pop_style_var() imgui.pop_style_var() width_shematic = io.display_size.x - separator_width - width_context - separator_width - width_library # ============================================================================== # Library # ============================================================================== imgui.push_style_var(imgui.STYLE_CHILD_BORDERSIZE, 0) imgui.begin_child("Library", width_library, 0, True) for node_name in node_library.nodes: if imgui.button(node_name, width_library): iggraph.create_node(node_name) imgui.end_child() imgui.pop_style_var() imgui.same_line() imgui.button("left_splitter", separator_width, height_window - 20) left_splitter_is_active = imgui.is_item_active() if (left_splitter_is_active): width_library += io.mouse_delta.x scrolling = imgui.Vec2(scrolling.x - io.mouse_delta.x, scrolling.y) if (imgui.is_item_hovered()): imgui.set_mouse_cursor(imgui.MOUSE_CURSOR_RESIZE_EW) imgui.same_line() # ============================================================================== # Shematic # ============================================================================== imgui.push_style_var(imgui.STYLE_CHILD_BORDERSIZE, 0) imgui.begin_child("shematic", width_shematic, 0, True) if show_inputs_popup(iggraph): imgui.open_popup("Outputs") show_outputs_popup(iggraph) # create our child canvas if iggraph.get_state() == iggraph.STATE_IDLE: imgui.text("status: edit | ") elif iggraph.get_state() == iggraph.STATE_RUNNING: imgui.text("status: run | ") imgui.same_line() if iggraph.get_state() == iggraph.STATE_IDLE: if imgui.button("run"): #TODO if not running iggraph.set_state(iggraph.STATE_RUNNING) iggraph.prepare_to_run() imgui.open_popup("User Input") imgui.same_line() if imgui.button("run one step"): iggraph.set_state(iggraph.STATE_RUNNING) iggraph.prepare_to_run() iggraph.run_one_step() elif iggraph.get_state() == iggraph.STATE_RUNNING: if imgui.button("stop running"): iggraph.reset() iggraph.set_state(iggraph.STATE_IDLE) imgui.same_line() if imgui.button("run one step"): iggraph.set_state(iggraph.STATE_RUNNING) iggraph.run_one_step() # imgui.same_line(imgui.get_window_width() - 100) imgui.push_style_var(imgui.STYLE_FRAME_PADDING, imgui.Vec2(1, 1)) imgui.push_style_var(imgui.STYLE_WINDOW_PADDING, imgui.Vec2(0, 0)) imgui.begin_child("scrolling_region", 0, 0, True, imgui.WINDOW_NO_SCROLLBAR | imgui.WINDOW_NO_MOVE) imgui.pop_style_var() imgui.pop_style_var() imgui.push_item_width(120.0) offset = add(imgui.get_cursor_screen_pos(), scrolling) draw_list = imgui.get_window_draw_list() # Display links draw_list.channels_split(2) draw_list.channels_set_current(0) for link in iggraph.links: draw_link_param_to_param(draw_list, offset, link.output_parameter, link.input_parameter, selected_link == link) # Display nodes parameter_link_end = None one_parameter_hovered = False one_node_moving_active = False for node in iggraph.nodes: imgui.push_id(str(node.id)) node_rect_min = add(offset, node.pos) draw_list.channels_set_current(1) # foreground old_any_active = imgui.is_any_item_active() #display node content first # todo test = add(node_rect_min, NODE_WINDOW_PADDING) imgui.set_cursor_screen_position(add(node_rect_min, NODE_WINDOW_PADDING)) imgui.begin_group() imgui.text("") imgui.text(node.name) imgui.text("") imgui.end_group() # save size node_widgets_active = False # (not old_any_active and imgui.is_any_item_active()) node.size = add( add( imgui.get_item_rect_size(), NODE_WINDOW_PADDING) , NODE_WINDOW_PADDING) node_rect_max = add(node.size, node_rect_min) #display node box draw_list.channels_set_current(0) # background imgui.set_cursor_screen_position(node_rect_min) imgui.invisible_button(str(node.id), node.size.x, node.size.y) if imgui.is_item_hovered(): node_hovered_in_scene = node.id else: node_hovered_in_scene = None node_moving_active = imgui.is_item_active() use_hovered_color = node_hovered_in_scene or selected_node == node draw_list.add_rect_filled(node_rect_min.x, node_rect_min.y, node_rect_max.x, node_rect_max.y, get_node_color(node, iggraph, use_hovered_color), 5) if node_hovered_in_scene and iggraph.is_error(node): imgui.begin_tooltip() imgui.text(iggraph.error_nodes[node]) imgui.end_tooltip() # input parameters for parameter_name in node.inputs: parameter = node.inputs[parameter_name] center = node.get_intput_slot_pos(parameter) center_with_offset = add(offset, center) if io_hovered == parameter: io_anchors_width = io_anchors_width_hovered else: io_anchors_width = io_anchors_width_not_hovered imgui.set_cursor_pos(imgui.Vec2(center.x-io_anchors_width/2, center.y-io_anchors_width/2)) imgui.push_id(str(str(node.id) + "input" + parameter.id)) if (imgui.invisible_button("input", io_anchors_width, io_anchors_width)): selected_parameter = parameter # imgui.is_item_hovered() does not work when dragging is_hovering = ((io.mouse_pos.x-offset.x>center.x-io_anchors_width/2) and (io.mouse_pos.x-offset.x<center.x+io_anchors_width/2) and (io.mouse_pos.y-offset.y>center.y-io_anchors_width/2) and (io.mouse_pos.y-offset.y<center.y+io_anchors_width/2)) if is_hovering: io_hovered = parameter one_parameter_hovered = True imgui.begin_tooltip() imgui.text(parameter_name) imgui.end_tooltip() if is_hovering and imgui.is_mouse_released(0): parameter_link_end = parameter imgui.pop_id() draw_list.add_circle_filled(center_with_offset.x, center_with_offset.y, io_anchors_width/2, get_parameter_color(parameter)) # output parameters for parameter_name in node.outputs: parameter = node.outputs[parameter_name] center = node.get_output_slot_pos(parameter) center_with_offset = add(offset, center) if io_hovered == parameter: io_anchors_width = io_anchors_width_hovered else: io_anchors_width = io_anchors_width_not_hovered imgui.set_cursor_pos(imgui.Vec2(center.x-io_anchors_width/2, center.y-io_anchors_width/2)) imgui.push_id(str(str(node.id) + "output" + parameter.id)) if (imgui.invisible_button("output", io_anchors_width, io_anchors_width)): selected_parameter = parameter is_hovering = ((io.mouse_pos.x-offset.x>center.x-io_anchors_width/2) and (io.mouse_pos.x-offset.x<center.x+io_anchors_width/2) and (io.mouse_pos.y-offset.y>center.y-io_anchors_width/2) and (io.mouse_pos.y-offset.y<center.y+io_anchors_width/2)) if is_hovering: io_hovered = parameter one_parameter_hovered = True imgui.begin_tooltip() imgui.text(parameter_name) imgui.end_tooltip() draw_list.add_circle_filled(center_with_offset.x, center_with_offset.y, io_anchors_width/2, get_parameter_color(parameter)) imgui.pop_id() # cannot use imgui.is_item_active, seems buggy with the scroll if is_hovering and imgui.is_mouse_down(0): parameter_link_start = parameter if node_widgets_active or node_moving_active: selected_node = node one_node_moving_active = True if node_moving_active and imgui.is_mouse_dragging(0) and node.id==selected_node.id: node.pos = add(node.pos, io.mouse_delta) debug_is_mouse_dragging = imgui.is_mouse_dragging(0) imgui.pop_id() draw_list.channels_merge() if not one_parameter_hovered: io_hovered = None # scrolling mouse_is_in_schematic = (io.mouse_pos.x > width_library) and\ (io.mouse_pos.x < (width_library + width_shematic)) and\ (io.mouse_pos.y < height_window) and\ (io.mouse_pos.y > 18) if not one_node_moving_active and\ not parameter_link_start and\ imgui.is_mouse_dragging(0) and\ mouse_is_in_schematic and\ not left_splitter_is_active and\ not right_splitter_is_active and\ imgui.is_window_focused(): scroll_offset = imgui.Vec2(io.mouse_delta.x, io.mouse_delta.y) scrolling = add(scrolling, scroll_offset) # link creation if parameter_link_start and parameter_link_end: iggraph.add_link(parameter_link_start, parameter_link_end) # creating link elif parameter_link_start and imgui.is_mouse_dragging(0): draw_link_param_to_point(draw_list, offset, parameter_link_start, io.mouse_pos.x, io.mouse_pos.y, True) # mouse release if imgui.is_mouse_released(0): parameter_link_start = None imgui.pop_item_width() imgui.end_child() # mouse click on the scene if imgui.is_mouse_clicked(0): mouse_pos = imgui.get_mouse_pos() local_mouse_pos = imgui.Vec2(mouse_pos.x - offset.x, mouse_pos.y - offset.y) selected_link = None for link in iggraph.links: start_node = link.output_parameter.owner start_pos = start_node.get_output_slot_pos(link.output_parameter) end_node = link.input_parameter.owner end_pos = end_node.get_intput_slot_pos(link.input_parameter) distance_mouse_start = math.sqrt(((local_mouse_pos.x-start_pos.x)**2) + ((local_mouse_pos.y-start_pos.y)**2)) distance_mouse_end = math.sqrt(((local_mouse_pos.x-end_pos.x)**2) + ((local_mouse_pos.y-end_pos.y)**2)) distance_start_end = math.sqrt(((start_pos.x-end_pos.x)**2) + ((start_pos.y-end_pos.y)**2)) if ((distance_mouse_start + distance_mouse_end) - distance_start_end) < 0.1: selected_link = link imgui.end_child() imgui.pop_style_var() imgui.same_line() imgui.button("right_splitter", separator_width, height_window - 20) right_splitter_is_active = imgui.is_item_active() if (right_splitter_is_active): width_context -= io.mouse_delta.x if (imgui.is_item_hovered()): imgui.set_mouse_cursor(imgui.MOUSE_CURSOR_RESIZE_EW) # ============================================================================== # Context # ============================================================================== imgui.same_line() imgui.push_style_var(imgui.STYLE_CHILD_BORDERSIZE, 0) imgui.begin_child("child3", width_context, 0, True); if selected_node: if selected_node.handle_dynamic_parameters(): if imgui.button("add parameter"): selected_node.add_dynamic_parameter() if imgui.tree_node("Inputs"): for parameter_name in selected_node.inputs: parameter = selected_node.inputs[parameter_name] if imgui.tree_node(parameter.id): display_parameter(parameter, True) imgui.tree_pop() imgui.tree_pop() if imgui.tree_node("Output"): for parameter_name in selected_node.outputs: parameter = selected_node.outputs[parameter_name] if imgui.tree_node(parameter.id): display_parameter(parameter, False) imgui.tree_pop() imgui.tree_pop() imgui.end_child() imgui.pop_style_var() # imgui.end() # ============================================================================== # Debug Window # ============================================================================== if show_debug_window: debug_window_expanded, show_debug_window = imgui.begin("Debug", True) if parameter_link_start: imgui.text("parameter_link_start: " + parameter_link_start.id) else: imgui.text("parameter_link_start: " + "None") if selected_parameter: imgui.text("selected_parameter: " + selected_parameter.id) else: imgui.text("selected_parameter: " + "None") imgui.text("is_mouse_dragging: " + str(debug_is_mouse_dragging)) imgui.text("mouse: (" + str(io.mouse_pos.x) + ", " + str(io.mouse_pos.y) + ")") imgui.end() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
def run_reloadable_imgui_app(app_module, no_reload=()): no_reload = no_reload + (__name__, ) settings = getattr(app_module, '__settings__', {}) window_title = settings.get('window_title', DEFAULT_WINDOW_TITLE) initial_window_size = settings.get('initital_window_size', DEFAULT_WINDOW_SIZE) target_framerate = settings.get('target_framerate', DEFAULT_TARGET_FRAMERATE) num_active_frames_after_input = 2 * target_framerate # arbitrary window = impl_glfw_init(window_title=window_title, window_size=initial_window_size) renderer = GlfwRenderer(window) io = imgui.get_io() max_frame_dur = 1 / target_framerate frame_start = 0. frame_end = 0. frame_dur = 0. wait_dur = 0. prev_mouse_pos = (0, 0) mouse_pos = (0, 0) prev_mouse_down_0 = False prev_frame_click_0_finished = False frames_since_last_input = 0 # TODO: def got_input() -> bool: """ Checks if the user sent any left-mouse mouse inputs, like moving/clicking the mouse """ nonlocal mouse_pos nonlocal prev_mouse_pos nonlocal prev_mouse_down_0 nonlocal prev_frame_click_0_finished mouse_pos = io.mouse_pos mouse_moved = (mouse_pos != prev_mouse_pos) mouse_changed = io.mouse_down[0] != prev_mouse_down_0 click_0_finished = prev_mouse_down_0 and ( not io.mouse_down[0]) # mouse was down previous frame, now it's up # key_clicked = any(io.keys_down) result = mouse_moved or mouse_changed or io.mouse_down[ 0] or prev_frame_click_0_finished # or key_clicked prev_mouse_pos = mouse_pos prev_mouse_down_0 = io.mouse_down[0] prev_frame_click_0_finished = click_0_finished return result m_request = None setattr(app_module, '__was_reloaded__', False) # reload loop while True: # This isn't the render loop yet. # This one is to enable reloading, # in which case we need to run init # and start the render loop again. # ======================== if hasattr(app_module, '__app_init__'): app_module.__app_init__() # ======================== # render loop while True: frame_start = glfw.get_time() # seconds # debug_log("frame_start_ms", frame_start*1000) # miliseconds glfw.poll_events() renderer.process_inputs() if got_input(): frames_since_last_input = 0 else: frames_since_last_input += 1 if frames_since_last_input <= num_active_frames_after_input: imgui.new_frame() # ========================= if hasattr( app_module, '__pre_frame__' ): # TODO: should this run before imgui.new_frame(?) app_module.__pre_frame__() app_module.__draw__() if hasattr( app_module, '__post_frame__' ): # TODO: should this run before imgui.end_frame(?) m_request = app_module.__post_frame__() # the app's request is processed at the end of the loop # ========================= gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() renderer.render(imgui.get_draw_data()) glfw.swap_buffers(window) frame_end = glfw.get_time() # seconds frame_dur = frame_end - frame_start wait_dur = max_frame_dur - frame_dur if wait_dur > 0: sleep(wait_dur) if m_request in ('reload', 'shutdown') or glfw.window_should_close(window): break # stop the render loop # end render loop # if control flow got to this point, it means that # the render loop finished. possible reasons: # - the app requested a reload # - the app requested a shutdown # - glfw.window_should_close(window) is true if glfw.window_should_close(window) or m_request == 'shutdown': break # end the reload loop, run user shutdown, close elif m_request == 'reload': rlu.recursive_reload(app_module, dir=rlu.module_dirpath(app_module), excluded=no_reload) setattr(app_module, '__was_reloaded__', True) continue # end reload loop # ========================= if hasattr(app_module, '__app_shutdown__'): app_module.__app_shutdown__() # ========================= renderer.shutdown() glfw.terminate()
def run_imgui_glfw_app( app_init=None, pre_frame=None, draw=DEFAULT_DRAW, post_frame=None, app_shutdown=None, # should_update, window_title: str = DEFAULT_WINDOW_TITLE, window_size=DEFAULT_WINDOW_SIZE, # pause_on_no_input: bool = DEFAULT_PAUSE_ON_NO_INPUT, target_framerate: float = DEFAULT_TARGET_FRAMERATE ) -> None: user_app_init = app_init user_pre_frame = pre_frame user_post_frame = post_frame user_app_shutdown = app_shutdown window = impl_glfw_init(window_title=window_title, window_size=window_size) renderer = GlfwRenderer(window) io = imgui.get_io() max_frame_dur = 1 / target_framerate frame_start = 0. frame_end = 0. frame_dur = 0. wait_dur = 0. prev_mouse_pos = (0, 0) mouse_pos = (0, 0) prev_mouse_down_0 = False prev_frame_click_0_finished = False def got_input() -> bool: """ Checks if the user sent any left-mouse mouse inputs, like moving/clicking the mouse """ nonlocal mouse_pos nonlocal prev_mouse_pos nonlocal prev_mouse_down_0 nonlocal prev_frame_click_0_finished mouse_pos = io.mouse_pos mouse_moved = (mouse_pos != prev_mouse_pos) mouse_changed = io.mouse_down[0] != prev_mouse_down_0 click_0_finished = prev_mouse_down_0 and ( not io.mouse_down[0]) # mouse was down previous frame, now it's up # key_clicked = any(io.keys_down) result = mouse_moved or mouse_changed or io.mouse_down[ 0] or prev_frame_click_0_finished # or key_clicked prev_mouse_pos = mouse_pos prev_mouse_down_0 = io.mouse_down[0] prev_frame_click_0_finished = click_0_finished return result # ======================== if user_app_init != None: user_app_init() # ======================== while not glfw.window_should_close(window): frame_start = glfw.get_time() # seconds # debug_log("frame_start_ms", frame_start*1000) # miliseconds glfw.poll_events() renderer.process_inputs() got_inp = got_input() if got_inp: imgui.new_frame() # ========================= if user_pre_frame != None: # TODO: should this run before imgui.new_frame(?) user_pre_frame() draw() if user_post_frame != None: # TODO: should this run before imgui.end_frame(?) user_post_frame() # ========================= gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() glfw.swap_buffers(window) frame_end = glfw.get_time() # seconds frame_dur = frame_end - frame_start wait_dur = max_frame_dur - frame_dur if wait_dur > 0: sleep(wait_dur) # ========================= if user_app_shutdown != None: user_app_shutdown() # ========================= renderer.shutdown() imgui.shutdown() glfw.terminate()
class App: def __init__(self, width=640, height=480, title="Hello world"): imgui.create_context() if not glfw.init(): return self.window = glfw.create_window(width, height, title, None, None) if not self.window: glfw.terminate() return glfw.make_context_current(self.window) self.ctx = moderngl.create_context(require=460) self.impl = ImguiRenderer(self.window, attach_callbacks=False) glfw.set_key_callback(self.window, self._on_key) glfw.set_cursor_pos_callback(self.window, self._on_mouse_move) glfw.set_mouse_button_callback(self.window, self._on_mouse_button) glfw.set_window_size_callback(self.window, self._on_resize) glfw.set_char_callback(self.window, self._on_char) glfw.set_scroll_callback(self.window, self._on_scroll) self.init() def main_loop(self): previous_time = glfw.get_time() # Loop until the user closes the window while not glfw.window_should_close(self.window): glfw.poll_events() self.impl.process_inputs() current_time = glfw.get_time() delta_time = current_time - previous_time previous_time = current_time self.update(current_time, delta_time) self.render() imgui.new_frame() self.ui() imgui.render() self.impl.render(imgui.get_draw_data()) glfw.swap_buffers(self.window) self.impl.shutdown() glfw.terminate() def should_close(self): glfw.set_window_should_close(self.window, True) def mouse_pos(self): return glfw.get_cursor_pos(self.window) def size(self): return glfw.get_window_size(self.window) def init(self): pass def update(self, time): pass def render(self): pass def ui(self): pass def _on_key(self, window, key, scancode, action, mods): self.impl.keyboard_callback(window, key, scancode, action, mods) self.on_key(key, scancode, action, mods) def on_key(self, key, scancode, action, mods): pass def _on_char(self, window, codepoint): self.impl.char_callback(window, codepoint) self.on_char(codepoint) def on_char(self, codepoint): pass def _on_mouse_move(self, window, x, y): self.impl.mouse_callback(window, x, y) self.on_mouse_move(x, y) def on_mouse_move(self, x, y): pass def _on_mouse_button(self, window, button, action, mods): if not imgui.get_io().want_capture_mouse: self.on_mouse_button(button, action, mods) def on_mouse_button(self, button, action, mods): pass def _on_scroll(self, window, xoffset, yoffset): self.impl.scroll_callback(window, xoffset, yoffset) self.on_scroll(xoffset, yoffset) def on_scroll(self, xoffset, yoffset): pass def _on_resize(self, window, width, height): self.impl.resize_callback(window, width, height) self.on_resize(width, height) def on_resize(self, width, height): pass
def main(): if len(sys.argv) < 2: print('I need a path to the project\'s root') return 1 project_path = Path(sys.argv[1]) if not os.path.isdir(project_path): print('Invalid path') return 1 project_file = project_path / 'project.plik' if os.path.isfile(project_file): printf(HTML(f'<gray>Found project file at {project_file}</gray>')) # Init graphics imgui.create_context() window = _glfw_init(500, 1000) renderer = GlfwRenderer(window) __main_locals_marker = None def on_glfw_key(window, key, scancode, action, mods): renderer.keyboard_callback(window, key, scancode, action, mods) if action == glfw.RELEASE: if key in (glfw.KEY_PAUSE, glfw.KEY_SCROLL_LOCK): # Pretty slow I assume, but reliable frame = inspect.currentframe() while frame: if '__main_locals_marker' in frame.f_locals: break frame = frame.f_back ipshell(local_ns=frame.f_locals) # Need to set this after creating the renderer because by default it does its own hooks glfw.set_key_callback(window, on_glfw_key) # TODO state = State() state.project_path = project_path state.project_file = project_file app.prompt.start(state) running = True while not glfw.window_should_close(window) and running: glfw.poll_events() renderer.process_inputs() # TODO Render only when any events are detected to lower CPU usage imgui.new_frame() imgui.show_test_window() # state.window_width, state.window_height = glfw.get_window_size(window) # TODO Just set the font at the beginning! # with imgui.font(font): running = app.prompt.process_next_entry(state) gl.glClearColor(.1, .1, .1, .1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() renderer.render(imgui.get_draw_data()) glfw.swap_buffers(window) renderer.shutdown() glfw.terminate()
glClear(GL_COLOR_BUFFER_BIT) # imgui function impl.process_inputs() locationX, locationY, angle, color = \ transformGuiOverlay(locationX, locationY, angle, color) # Setting uniforms and drawing the Quad glUniformMatrix4fv( glGetUniformLocation(pipeline.shaderProgram, "transform"), 1, GL_TRUE, np.matmul(tr.translate(locationX, locationY, 0.0), tr.rotationZ(angle))) glUniform3f( glGetUniformLocation(pipeline.shaderProgram, "modulationColor"), color[0], color[1], color[2]) pipeline.drawCall(gpuQuad) # Drawing the imgui texture over our drawing glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) impl.render(imgui.get_draw_data()) # Once the render is done, buffers are swapped, showing only the complete scene. glfw.swap_buffers(window) # freeing GPU memory gpuQuad.clear() impl.shutdown() glfw.terminate()
def main(): width, height = Settings.WindowWidth, Settings.WindowHeight # initialize glfw if not glfw.init(): return glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) glfw.window_hint(glfw.SAMPLES, 4) glfw.window_hint(glfw.DEPTH_BITS, 32) window = glfw.create_window(width, height, "OpenGL Window", None, None) if not window: glfw.terminate() return glfw.make_context_current(window) glfw.set_framebuffer_size_callback(window, framebuffer_size_callback) # glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_DISABLED) # imgui stuff imgui.create_context() impl = GlfwRenderer(window) # Check OpenGL version print(glGetString(GL_VERSION)) glfw.swap_interval(0) load = GLTFLoader("resources/gltf/trailer/scene.gltf") scene = load.get_scene() glEnable(GL_DEPTH_TEST) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_MULTISAMPLE) Global.ProjMat = glm.perspective(glm.radians(35), width / height, 1.0, 100000.0) scene.setup_scene() grid = GUI.Grid(10, 50) renderer = Renderer() translation = glm.vec3(0.0, 0.0, 0.0) grid = GUI.Grid(10, 50) rotation = 0.0 increment = 2.0 view = glm.mat4(1.0) # Camera cam = GUI.Flycam(glm.vec3(0.0, 150.0, 1000)) # Time & FPS counter tt = GUI.TimeTracker() # Input poll inpt = GUI.Input() # glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_DISABLED) glfw.set_mouse_button_callback(window, mouse_button_callback) glfw.set_drop_callback(window, drop_callback) scene.nodelist[0].transformation = glm.rotate( scene.nodelist[0].transformation, glm.radians(90), vec3(1.0, 0.0, 0.0)) scene.nodelist[0].transformation = glm.rotate( scene.nodelist[0].transformation, glm.radians(180), vec3(0.0, 1.0, 0.0)) while not glfw.window_should_close(window): # Time & FPS counter tt.update() # Input process_input(window) inpt.poll_mouse_pos(window) glfw.poll_events() # Camera cam.update(window) renderer.clear() glClear(GL_DEPTH_BUFFER_BIT) # --------Imgui---------- impl.process_inputs() imgui.new_frame() GUI.draw_imgui(scene) imgui.show_demo_window() # Camera Stuff Global.ViewMat = cam.get_view() grid.draw_grid(Global.ProjMat, Global.ViewMat) scene.draw_scene() imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()