satdump/src-ui/main.cpp
2021-02-18 12:50:03 +01:00

152 lines
No EOL
4.9 KiB
C++

#include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h"
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h> // Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
#include "process.h"
#include "logger.h"
#include "style.h"
static void glfw_error_callback(int error, const char *description)
{
logger->error("Glfw Error " + std::to_string(error) + ": " + description);
}
std::shared_ptr<std::vector<std::shared_ptr<ProcessingModule>>> uiCallList;
std::shared_ptr<std::mutex> uiCallListMutex;
std::thread processThread;
int main(int argc, char *argv[])
{
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
{
logger->critical("Could not init GLFW");
exit(1);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
// Create window with graphics context
GLFWwindow *window = glfwCreateWindow(500, 500, "SatDump", NULL, NULL);
if (window == NULL)
{
logger->critical("Could not init GLFW Window");
exit(1);
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
if (glewInit() != GLEW_OK)
{
logger->critical("Failed to initialize OpenGL loader!");
exit(1);
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
(void)io;
io.IniFilename = NULL;
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 150");
processThread = std::thread(&process, argc, argv);
style::setDarkStyle("..");
// Main loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
int wwidth, wheight;
glfwGetWindowSize(window, &wwidth, &wheight);
// User rendering
{
//ImGui::Begin("SatDump");
//ImGui::End();
uiCallListMutex->lock();
for (std::shared_ptr<ProcessingModule> module : *uiCallList)
{
module->drawUI();
}
uiCallListMutex->unlock();
}
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.0666f, 0.0666f, 0.0666f, 1.0f);
//glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
if (processThread.joinable())
processThread.join();
}