dear-imgui-3.0.0: examples/glfw/Main.hs
{-# language BlockArguments #-}
{-# language LambdaCase #-}
{-# language OverloadedStrings #-}
{-# language RecordWildCards #-}
module Main ( main ) where
import Control.Exception
import Control.Monad
import Control.Monad.IO.Class
import Control.Monad.Managed
import Data.Bits ((.|.))
import Data.IORef
import Data.List (sortBy)
import Data.Foldable (traverse_)
import Data.Text (Text, pack)
import DearImGui
import qualified DearImGui.Raw.Enums.ImGuiTableFlags as ImGuiTableFlags
import qualified DearImGui.Impl.GLFW as ImplGlfw
import qualified DearImGui.Impl.OpenGL2 as ImplGL2
import Graphics.GL
import Graphics.UI.GLFW (Window)
import qualified Graphics.UI.GLFW as GLFW
main :: IO ()
main = do
initialised <- GLFW.init
unless initialised $ error "GLFW init failed"
runManaged $ do
mwin <- managed $ bracket
(GLFW.createWindow 800 600 "Hello, Dear ImGui!" Nothing Nothing)
(maybe (return ()) GLFW.destroyWindow)
case mwin of
Just win -> do
liftIO $ do
GLFW.makeContextCurrent (Just win)
GLFW.swapInterval 1
-- Create an ImGui context
_ <- managed $ bracket createContext destroyContext
-- Initialize ImGui's GLFW backend
_ <- managed_ $ ImplGlfw.withInitForOpenGL win True
-- Initialize ImGui's OpenGL backend
_ <- managed_ ImplGL2.withInit
tableRef <- liftIO $ newIORef
[ (1, "foo")
, (2, "bar")
, (3, "baz")
, (10, "spam")
, (11, "spam")
, (12, "spam")
]
liftIO $ mainLoop win tableRef
Nothing -> do
error "GLFW createWindow failed"
GLFW.terminate
mainLoop :: Window -> IORef [(Integer, Text)] -> IO ()
mainLoop win tableRef = do
-- Process the event loop
GLFW.pollEvents
close <- GLFW.windowShouldClose win
unless close do
-- Tell ImGui we're starting a new frame
ImplGL2.newFrame
ImplGlfw.newFrame
newFrame
-- Build the GUI
bracket_ (begin "Hello, ImGui!") end do
-- Add a text widget
text "Hello, ImGui!"
-- Add a button widget, and call 'putStrLn' when it's clicked
clicking <- button "Clickety Click"
when clicking $
putStrLn "Ow!"
itemContextPopup do
text "pop!"
button "ok" >>= \clicked ->
when clicked $
closeCurrentPopup
newLine
mkTable tableRef
-- Render
glClear GL_COLOR_BUFFER_BIT
render
ImplGL2.renderDrawData =<< getDrawData
GLFW.swapBuffers win
mainLoop win tableRef
mkTable :: IORef [(Integer, Text)] -> IO ()
mkTable tableRef =
withTableOpen sortable "MyTable" 3 $ do
tableSetupColumn "Hello"
tableSetupColumnWith defTableColumnOptions "World"
withSortableTable \isDirty sortSpecs ->
when (isDirty && not (null sortSpecs)) do
-- XXX: do your sorting & cache it. Dont sort every frame.
putStrLn "So dirty!"
print sortSpecs
modifyIORef' tableRef . sortBy $
foldMap mkCompare sortSpecs
tableHeadersRow
readIORef tableRef >>=
traverse_ \(ix, title) -> do
tableNextRow
tableNextColumn $ text (pack $ show ix)
tableNextColumn $ text title
tableNextColumn $ void (button "♥")
where
mkCompare TableSortingSpecs{..} a b =
let
dir = if tableSortingReverse then flip else id
in
case tableSortingColumn of
0 -> dir compare (fst a) (fst b)
1 -> dir compare (snd a) (snd b)
_ -> EQ
sortable = defTableOptions
{ tableFlags =
ImGuiTableFlags.Sortable .|.
ImGuiTableFlags.SortMulti
}