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https://github.com/aap/librw.git
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176 lines
4.5 KiB
C++
176 lines
4.5 KiB
C++
#include <rw.h>
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#include <skeleton.h>
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#include <assert.h>
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rw::V3d zero = { 0.0f, 0.0f, 0.0f };
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struct SceneGlobals {
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rw::World *world;
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rw::Camera *camera;
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} Scene;
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rw::EngineOpenParams engineOpenParams;
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void
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Init(void)
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{
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sk::globals.windowtitle = "ImGui test";
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sk::globals.width = 1280;
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sk::globals.height = 800;
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sk::globals.quit = 0;
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}
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bool
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attachPlugins(void)
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{
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rw::ps2::registerPDSPlugin(40);
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rw::ps2::registerPluginPDSPipes();
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rw::registerMeshPlugin();
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rw::registerNativeDataPlugin();
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rw::registerAtomicRightsPlugin();
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rw::registerMaterialRightsPlugin();
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rw::xbox::registerVertexFormatPlugin();
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rw::registerSkinPlugin();
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rw::registerUserDataPlugin();
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rw::registerHAnimPlugin();
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rw::registerMatFXPlugin();
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rw::registerUVAnimPlugin();
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rw::ps2::registerADCPlugin();
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return true;
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}
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bool
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InitRW(void)
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{
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// rw::platform = rw::PLATFORM_D3D8;
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if(!sk::InitRW())
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return false;
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Scene.world = rw::World::create();
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rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT);
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ambient->setColor(0.2f, 0.2f, 0.2f);
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Scene.world->addLight(ambient);
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rw::V3d xaxis = { 1.0f, 0.0f, 0.0f };
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rw::Light *direct = rw::Light::create(rw::Light::DIRECTIONAL);
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direct->setColor(0.8f, 0.8f, 0.8f);
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direct->setFrame(rw::Frame::create());
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direct->getFrame()->rotate(&xaxis, 180.0f, rw::COMBINEREPLACE);
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Scene.world->addLight(direct);
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Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
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Scene.world->addCamera(Scene.camera);
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ImGui_ImplRW_Init();
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ImGui::StyleColorsClassic();
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return true;
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}
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void
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Draw(float timeDelta)
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{
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static bool show_demo_window = true;
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static bool show_another_window = false;
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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rw::RGBA clearcol = rw::makeRGBA(clear_color.x*255, clear_color.y*255, clear_color.z*255, clear_color.w*255);
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Scene.camera->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
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Scene.camera->beginUpdate();
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ImGui_ImplRW_NewFrame(timeDelta);
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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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ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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if(ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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if(ImGui::Button("Another Window"))
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show_another_window ^= 1;
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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 the window.
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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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ImGui::End();
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}
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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if(show_demo_window){
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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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}
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ImGui::EndFrame();
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ImGui::Render();
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ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData());
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Scene.camera->endUpdate();
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Scene.camera->showRaster(0);
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}
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void
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KeyUp(int key)
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{
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}
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void
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KeyDown(int key)
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{
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switch(key){
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case sk::KEY_ESC:
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sk::globals.quit = 1;
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break;
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}
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}
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sk::EventStatus
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AppEventHandler(sk::Event e, void *param)
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{
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using namespace sk;
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Rect *r;
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ImGuiEventHandler(e, param);
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switch(e){
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case INITIALIZE:
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Init();
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return EVENTPROCESSED;
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case RWINITIALIZE:
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return ::InitRW() ? EVENTPROCESSED : EVENTERROR;
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case PLUGINATTACH:
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return attachPlugins() ? EVENTPROCESSED : EVENTERROR;
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case KEYDOWN:
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KeyDown(*(int*)param);
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return EVENTPROCESSED;
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case KEYUP:
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KeyUp(*(int*)param);
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return EVENTPROCESSED;
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case RESIZE:
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r = (Rect*)param;
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// TODO: register when we're minimized
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if(r->w == 0) r->w = 1;
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if(r->h == 0) r->h = 1;
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sk::globals.width = r->w;
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sk::globals.height = r->h;
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// TODO: set aspect ratio
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if(Scene.camera)
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sk::CameraSize(Scene.camera, r);
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break;
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case IDLE:
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Draw(*(float*)param);
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return EVENTPROCESSED;
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}
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return sk::EVENTNOTPROCESSED;
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}
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