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ApplicationUI.cpp
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#include "ApplicationUI.h"
#include "Debug.h"
static Debugger *debug = new Debugger("ApplicationUI", DEBUG_ALL);
ApplicationUI::ApplicationUI():Application(){
debug->Info("Created new application.\n");
};
void ApplicationUI::Run(void){
int2 dimensions = GetDisplaySettings();
//Create a main window
main_window = Window::CreateNewLayeredWindow(800,600,&Window::wcs.at(0));
if (!main_window){
debug->Fatal("Unable to create window\n");
}
if (!main_window->Init()){
debug->Fatal("Failed to init window\n");
}
main_window->Show(SW_SHOWDEFAULT);
//Setup renderer
Renderer::SetVSync(true);
if (!main_window->InitImGui()){
debug->Fatal("Failed to setup ImGui on Window\n");
}
//Create a renderer for this window
renderer = new Renderer(main_window->width,main_window->height);
renderer->Init();
//Catch all input and window related messages in this thread:
MSG msg = {0};
while (main_window->f_should_quit == false){
if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)){
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
main_window->inputcontroller->UpdateKeyState();
RunLogic();
renderer->DrawFrame(NULL,NULL,NULL);
//Tell ImGui to start a new frame
main_window->ImGuiNewFrame();
UpdateUI();
main_window->ImGuiDrawFrame();
//Copy to screen and finish
main_window->DrawFrame();
}
}
//Called before update physics
void ApplicationUI::RunLogic(){
}
void ApplicationUI::UpdateUI(){
//UI
ImGui::Begin("Hi there!");
ImGui::Text("This application only renders a window.");
ImGui::End();
}