setup
This commit is contained in:
commit
b467feb015
3
.gitignore
vendored
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3
.gitignore
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.vscode
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build
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imgui.ini
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4
.gitmodules
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4
.gitmodules
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[submodule "imgui"]
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path = imgui
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url = https://github.com/ocornut/imgui.git
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branch = docking
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1
imgui
Submodule
1
imgui
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Subproject commit 44aa9a4b3a6f27d09a4eb5770d095cbd376dfc4b
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44
include/main.hpp
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include/main.hpp
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#ifndef MAIN_HPP
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#define MAIN_HPP
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// ImGui
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#include "imgui.h"
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#include "imgui_impl_sdl3.h"
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#include "imgui_impl_opengl3.h"
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// SDL3 and OpenGL
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_opengl.h>
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// C++ Standard Library
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#include <iostream>
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#include <string>
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#include <vector>
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// Structs
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// Variables
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int window_width = 1920;
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int window_height = 1080;
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float main_scale;
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SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
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SDL_Window* window;
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bool running;
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SDL_Event event;
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Uint32 last_time;
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Uint32 current_time;
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float frame_time;
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float fps;
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float frame_time_graph[100] = {0.0f};
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// Functions
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int main(int argc, char* argv[]);
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int initialize();
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void cleanup();
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#endif
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74
makefile
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makefile
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# Directories
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INCLUDE_DIR = include
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SRC_DIR = src
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BUILD_DIR = build
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# ImGui directory (only set if ImGui is used)
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IMGUI_DIR = imgui
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# Compiler
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CXX = g++
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# Libs
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LIBS = -lGL `pkg-config --libs sdl3`
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# Compiler and linker settings
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CXXFLAGS = `pkg-config --cflags sdl3` -std=c++17 -I $(INCLUDE_DIR)
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# If ImGui directory is set, include its source files
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ifdef IMGUI_DIR
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CXXFLAGS += -I $(IMGUI_DIR) -I $(IMGUI_DIR)/backends
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endif
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# Source and object files
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SRC = $(wildcard $(SRC_DIR)/*.cpp)
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# If ImGui is used, add its source files to the source list
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ifdef IMGUI_DIR
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SRC += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SRC += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
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endif
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# Target executable
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UNAME := $(shell uname -s)
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BUILD_DIR := $(BUILD_DIR)/$(UNAME)
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OBJ_DIR := $(BUILD_DIR)/objs
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BIN = $(BUILD_DIR)/main
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# Object files corresponding to the source files (now in obj directory)
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OBJS = $(addprefix $(OBJ_DIR)/, $(addsuffix .o, $(basename $(notdir $(SRC)))))
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# development target with debugging
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dev: CXXFLAGS += -g -Wall -Wformat
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dev: all
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# Release target
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release: CXXFLAGS += -O3
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release: all
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# Create directories for build output
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dirs:
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@mkdir -p $(BUILD_DIR)
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@mkdir -p $(OBJ_DIR)
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# Pattern rule for source files in src directory
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$(OBJ_DIR)/%.o: $(SRC_DIR)/%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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# Pattern rule for ImGui source files
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ifdef IMGUI_DIR
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$(OBJ_DIR)/%.o: $(IMGUI_DIR)/%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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$(OBJ_DIR)/%.o: $(IMGUI_DIR)/backends/%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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endif
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all: dirs $(BIN)
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@echo Build complete
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$(BIN): $(OBJS)
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$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
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clean:
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rm -rf $(BUILD_DIR)
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170
src/main.cpp
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170
src/main.cpp
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#include "main.hpp"
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// Init
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int initialize() {
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// Initialize SDL
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
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return 1; // Initialization failed
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}
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// Create a window with OpenGL context
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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window = SDL_CreateWindow("Untitled", (int)(window_width * main_scale), (int)(window_height * main_scale), window_flags);
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if (!window) {
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std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl;
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SDL_Quit();
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return 1; // Window creation failed
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}
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// Initialize OpenGL context
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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if (!gl_context) {
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std::cerr << "OpenGL context could not be created! SDL_Error: " << SDL_GetError() << std::endl;
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1; // OpenGL context creation failed
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}
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable VSync
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL_ShowWindow(window);
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// Initialize ImGui
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// Setup scale
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale);
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style.FontScaleDpi = main_scale;
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// Setup Platform/Renderer bindings
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if (!ImGui_ImplSDL3_InitForOpenGL(window, gl_context)) {
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std::cerr << "ImGui_ImplSDL3_InitForOpenGL failed!" << std::endl;
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SDL_GL_DestroyContext(gl_context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1; // Initialization failed
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}
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if (!ImGui_ImplOpenGL3_Init("#version 330")) {
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std::cerr << "ImGui_ImplOpenGL3_Init failed!" << std::endl;
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ImGui_ImplSDL3_Shutdown();
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SDL_GL_DestroyContext(gl_context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1; // Initialization failed
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}
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return 0; // Initialization successful
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}
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// Cleanup
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void cleanup() {
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// Shutdown ImGui
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL3_Shutdown();
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ImGui::DestroyContext();
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// Destroy OpenGL context
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SDL_GLContext gl_context = SDL_GL_GetCurrentContext();
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if (gl_context) {
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SDL_GL_MakeCurrent(NULL, NULL);
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SDL_GL_DestroyContext(gl_context);
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}
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// Destroy window
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if (window) {
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SDL_DestroyWindow(window);
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window = nullptr;
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}
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// Quit SDL
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SDL_Quit();
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std::cout << "Cleanup successful." << std::endl;
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}
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// Main
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int main(int argc, char* argv[]) {
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// Initialize
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if (initialize() != 0) {
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std::cerr << "Initialization failed." << std::endl;
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return -1; // Initialization failed
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}
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// Main loop
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running = true;
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last_time = SDL_GetTicks();
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while (running) {
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// Handle events
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL3_ProcessEvent(&event);
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if (event.type == SDL_EVENT_QUIT) {
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running = false; // Exit loop on quit event
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}
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}
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// Start the ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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// Show a simple ImGui window
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ImGui::Begin("Hello, World!");
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ImGui::Text("This is a simple ImGui window.");
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if (ImGui::Button("Close")) {
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running = false; // Close button clicked
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}
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ImGui::End();
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// Display FPS in the ImGui window
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ImGui::Begin("FPS Counter");
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ImGui::Text("Current FPS: %.2f", fps);
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// Frame time graph
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ImGui::PlotLines("##FrameTime", frame_time_graph, 100, 0, "Frame Time (ms)", 0.0f, 0.1f, ImVec2(200, 80));
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ImGui::Text("Current Time: %u ms", current_time);
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ImGui::End();
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// Render
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ImGui::Render();
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glViewport(0, 0, (int)(window_width * main_scale), (int)(window_height * main_scale));
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glClearColor(0.45f, 0.55f, 0.60f, 1.00f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(window);
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// Calculate FPS
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current_time = SDL_GetTicks();
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frame_time = (current_time - last_time) / 1000.0f; // Convert milliseconds to seconds
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fps = 1.0f / frame_time;
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last_time = current_time;
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// Update frame time graph
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for (int i = 99; i > 0; --i) {
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frame_time_graph[i] = frame_time_graph[i - 1]; // Shift old values
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}
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frame_time_graph[0] = frame_time; // Add new frame time
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}
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// Cleanup
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cleanup();
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}
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