Get ImGui docking working
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@ -0,0 +1,26 @@
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[Window][Debug##Default]
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Pos=60,60
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Size=400,400
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Collapsed=0
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[Window][Terrain Controls]
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Pos=178,120
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Size=568,264
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Collapsed=0
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[Window][DockSpaceViewport_11111111]
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Size=1280,720
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Collapsed=0
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[Window][DockSpace Demo]
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Size=1280,720
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Collapsed=0
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[Window][TerraVisor]
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Pos=0,0
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Size=1280,720
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Collapsed=0
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[Docking][Data]
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DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=1280,701 CentralNode=1
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@ -1,19 +1,25 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <chrono>
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#include <thread>
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include "scene.h"
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const int TARGET_FPS = 60;
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const auto FRAME_DURATION = std::chrono::milliseconds(1000 / TARGET_FPS);
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int main(){
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return -1;
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}
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GLFWwindow* window = glfwCreateWindow(800, 600, "TerraVisor", nullptr, nullptr);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "TerraVisor", nullptr, nullptr);
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if(!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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@ -35,11 +41,27 @@ int main(){
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 150");
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auto lastFrameTime = std::chrono::high_resolution_clock::now();
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while (!glfwWindowShouldClose(window)) {
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auto frameStart = std::chrono::high_resolution_clock::now();
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Scene::Idle();
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Scene::Display(window);
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glfwPollEvents();
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auto frameEnd = std::chrono::high_resolution_clock::now();
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auto frameDuration = frameEnd - frameStart;
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if (frameDuration < FRAME_DURATION) {
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std::this_thread::sleep_for(FRAME_DURATION - frameDuration);
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}
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auto currentFrameTime = std::chrono::high_resolution_clock::now();
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auto actualFrameDuration = std::chrono::duration_cast<std::chrono::milliseconds>(currentFrameTime - lastFrameTime).count();
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lastFrameTime = currentFrameTime;
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}
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// Cleanup ImGui
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@ -1,6 +1,10 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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@ -9,10 +13,76 @@
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#include "Scene.h"
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void Scene::DrawGUI(GLFWwindow* window) {
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// Begin ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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// Enable docking
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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ImGui::NewFrame();
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static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
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// Add menu bar
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
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// Style windows
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->WorkSize);
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
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window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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window_flags |= ImGuiWindowFlags_NoBackground;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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ImGui::Begin("TerraVisor", nullptr, window_flags);
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ImGui::PopStyleVar(3);
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// Submit the DockSpace
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if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
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{
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ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
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ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
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}
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Options"))
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{
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ImGui::Text("Nothing Here Yet, Check Back Later!");
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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ImGui::End();
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//Draw Gui
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ImGui::Begin("Terrain Controls");
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if (ImGui::Button("Quit"))
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{
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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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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ImGui::End();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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void Scene::Display(GLFWwindow* window) {
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glClear(GL_COLOR_BUFFER_BIT);
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Scene::DrawGUI(window);
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glfwSwapBuffers(window);
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}
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