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// ImGui - standalone example application for Allegro 5
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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# include <stdint.h>
# include <allegro5/allegro.h>
# include <allegro5/allegro_primitives.h>
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# include "imgui.h"
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# include "imgui_impl_a5.h"
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int main ( int , char * * )
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{
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// Setup Allegro
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al_init ( ) ;
al_install_keyboard ( ) ;
al_install_mouse ( ) ;
al_init_primitives_addon ( ) ;
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al_set_new_display_flags ( ALLEGRO_RESIZABLE ) ;
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ALLEGRO_DISPLAY * display = al_create_display ( 1280 , 720 ) ;
al_set_window_title ( display , " ImGui Allegro 5 example " ) ;
ALLEGRO_EVENT_QUEUE * queue = al_create_event_queue ( ) ;
al_register_event_source ( queue , al_get_display_event_source ( display ) ) ;
al_register_event_source ( queue , al_get_keyboard_event_source ( ) ) ;
al_register_event_source ( queue , al_get_mouse_event_source ( ) ) ;
// Setup ImGui binding
ImGui_ImplA5_Init ( display ) ;
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// Setup style
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ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'extra_fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//ImGuiIO& io = ImGui::GetIO();
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
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bool show_demo_window = true ;
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bool show_another_window = false ;
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ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
bool running = true ;
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while ( running )
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{
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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ALLEGRO_EVENT ev ;
while ( al_get_next_event ( queue , & ev ) )
{
ImGui_ImplA5_ProcessEvent ( & ev ) ;
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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if ( ev . type = = ALLEGRO_EVENT_DISPLAY_CLOSE )
running = false ;
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if ( ev . type = = ALLEGRO_EVENT_DISPLAY_RESIZE )
{
ImGui_ImplA5_InvalidateDeviceObjects ( ) ;
al_acknowledge_resize ( display ) ;
Imgui_ImplA5_CreateDeviceObjects ( ) ;
}
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}
ImGui_ImplA5_NewFrame ( ) ;
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f = 0.0f ;
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static int counter = 0 ;
ImGui : : Text ( " Hello, world! " ) ; // Display some text (you can use a format string too)
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our windows open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
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}
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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if ( show_another_window )
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{
ImGui : : Begin ( " Another Window " , & show_another_window ) ;
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ImGui : : Text ( " Hello from another window! " ) ;
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if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
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ImGui : : End ( ) ;
}
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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if ( show_demo_window )
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{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ; // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui : : ShowDemoWindow ( & show_demo_window ) ;
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}
// Rendering
al_clear_to_color ( al_map_rgba_f ( clear_color . x , clear_color . y , clear_color . z , clear_color . w ) ) ;
ImGui : : Render ( ) ;
al_flip_display ( ) ;
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}
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// Cleanup
ImGui_ImplA5_Shutdown ( ) ;
al_destroy_event_queue ( queue ) ;
al_destroy_display ( display ) ;
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return 0 ;
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}