added imgui to the app

This commit is contained in:
MitchellHansen
2017-03-16 22:48:55 -07:00
parent 033e29d9b1
commit 394c9821fc
18 changed files with 38909 additions and 31 deletions

View File

@@ -38,6 +38,8 @@
#include "NetworkInput.h"
#include "LightController.h"
#include "LightHandle.h"
#include "imgui/imgui-SFML.h"
#include "imgui/imgui.h"
const int WINDOW_X = 1440;
const int WINDOW_Y = 900;
@@ -86,25 +88,24 @@ int main() {
#endif
// The socket listener for interacting with the TCP streaming android controller
NetworkInput ni;
ni.listen_for_clients(5000);
// Currently just close it right away for debug
ni.stop_listening_for_clients();
// NetworkInput ni;
// ni.listen_for_clients(5000);
// ni.stop_listening_for_clients();
// =============================
Map _map(sf::Vector3i(0, 0, 0));
_map.generate_octree();
_map.a.get_voxel(sf::Vector3i(5, 5, 0));
// Map _map(sf::Vector3i(0, 0, 0));
// _map.generate_octree();
// _map.a.get_voxel(sf::Vector3i(5, 5, 0));
// return 0;
// =============================
//return 0;
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
window.setMouseCursorVisible(false);
window.setKeyRepeatEnabled(false);
ImGui::SFML::Init(window);
window.resetGLStates();
/*GL_Testing t;
t.compile_shader("../shaders/passthrough.frag", GL_Testing::Shader_Type::FRAGMENT);
@@ -176,34 +177,33 @@ int main() {
debug_text cam_text_pos_z(5, 30, &camera->get_position_pointer()->z, "z: ");
// ===========================
// 16.6 milliseconds (60FPS)
float step_size = 0.0166f;
double frame_time = 0.0,
elapsed_time = 0.0,
delta_time = 0.0,
accumulator_time = 0.0,
current_time = 0.0;
Input input_handler;
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyHeld);
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseMoved);
handle->subscribe_to_publisher(&ni, vr::Event::EventType::JoystickMoved);
//handle->subscribe_to_publisher(&ni, vr::Event::EventType::JoystickMoved);
WindowHandler win_hand(&window);
win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
window.setKeyRepeatEnabled(false);
// 16.6 milliseconds (60FPS)
float step_size = 0.0166f;
double frame_time = 0.0,
elapsed_time = 0.0,
delta_time = 0.0,
accumulator_time = 0.0,
current_time = 0.0;
// The sfml imgui wrapper I'm using requires Update be called with sf::Time
// Might modify it to also accept seconds
sf::Clock sf_delta_clock;
while (window.isOpen()) {
input_handler.consume_sf_events(&window);
input_handler.handle_held_keys();
input_handler.dispatch_events();
ni.dispatch_events();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) {
while (raycaster->debug_quick_recompile() != 0);
@@ -236,7 +236,21 @@ int main() {
// ==== DELTA TIME LOCKED ====
}
ImGui::SFML::Update(window, sf_delta_clock.restart());
ImGui::Begin("Sample window"); // begi
ImGui::InputText("Window title", "asdfoij", 255);
float values[] = { 0, 1, 2, 3, 4, 5 };
ImGui::PlotLines("graph", values, 6);
if (ImGui::Button("Print")) {
std::cout << "print" << std::endl;
}
ImGui::End(); // end window
// ==== FPS LOCKED ====
camera->update(delta_time);
@@ -247,8 +261,10 @@ int main() {
// Run the raycast
raycaster->compute();
raycaster->draw(&window);
window.popGLStates();
ImGui::Render();
//window.popGLStates();
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//t.rotate(delta_time);
@@ -257,7 +273,7 @@ int main() {
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
window.pushGLStates();
//window.pushGLStates();
// Give the frame counter the frame time and draw the average frame time
fps.frame(delta_time);