Files
conquest/src/client/main.nim
2025-09-02 12:48:46 +02:00

113 lines
4.0 KiB
Nim

import nimgl/[opengl, glfw]
import imguin/glfw_opengl
import ./utils/[lib, windowInit]
proc main(hWin: glfw.GLFWWindow) =
var
clearColor: CColor
showWindowDelay = 1
showMainWindow = true
windowClass = ImGuiWindowClass_ImGuiWindowClass()
opt_fullscreen: bool = true
opt_padding: bool = false
dockspaceFlags: ImGuiDockNodeFlags = ImGuiDockNodeFlags_None.int32
windowFlags: ImGuiWindow_Flags = ImGuiWindowFlags_MenuBar.int32 or ImGuiWindowFlags_NoDocking.int32
# Setup background and theme colors (Background is only seen when opt_padding = true)
clearColor = CColor(elm:(x:0.0f, y:0.0f, z:0.0f, w:0.0f))
igStyleColorsClassic(nil)
# Setup fonts
discard setupFonts()
let io = igGetIO()
# main loop
while not hWin.windowShouldClose:
glfwPollEvents()
if getWindowAttrib(hWin, GLFW_ICONIFIED) != 0:
ImGui_ImplGlfw_Sleep(10)
continue
# Start ImGUI frame
ImGui_ImplOpenGL3_NewFrame()
ImGui_ImplGlfw_NewFrame()
igNewFrame()
# Create Dockspace where all windows are placed in
if opt_fullscreen:
var vp = igGetMainViewport()
igSetNextWindowPos(vp.WorkPos, ImGui_Cond_None.int32, vec2(0.0f, 0.0f))
igSetNextWindowSize(vp.WorkSize, 0)
igSetNextWindowViewport(vp.ID)
igPushStyleVar_Float(ImGuiStyleVar_WindowRounding.int32, 0.0f)
igPushStyleVar_Float(ImGuiStyleVar_WindowBorderSize.int32, 0.0f)
windowFlags = windowFlags or ImGuiWindowFlags_NoTitleBar.int32 or ImGuiWindowFlags_NoCollapse.int32 or ImGuiWindowFlags_NoResize.int32 or ImGuiWindowFlags_NoMove.int32
windowFlags = windowFlags or ImGuiWindowFlags_NoBringToFrontOnFocus.int32 or ImGuiWindowFlags_NoNavFocus.int32
else:
dockspaceFlags = cast[ImGuiDockNodeFlags](dockspaceFlags and not ImGuiDockNodeFlags_PassthruCentralNode.int32)
if (dockspaceFlags and ImGuiDockNodeFlags_PassthruCentralNode.int32) == ImGuiDockNodeFlags_None.int32:
windowFlags = cast[ImGuiWindow_Flags](windowFlags or ImGuiWindowFlags_NoBackground.int32)
if not opt_padding:
igPushStyleVar_Vec2(ImGuiStyleVar_WindowPadding.int32, vec2(0.0f, 0.0f))
igBegin("Conquest", addr showMainWindow, windowFlags)
if not opt_padding:
igPopStyleVar(1)
if opt_fullscreen:
igPopStyleVar(2)
# Create dockspace
if (io.ConfigFlags and ImGui_ConfigFlags_DockingEnable.int32) != ImGui_ConfigFlags_None.int32:
igDockSpace(igGetID_Str("Conquest-Dockspace"), vec2(0.0f, 0.0f), dockspaceFlags, windowClass)
# Create Dockspace menu bar
if igBeginMenuBar():
if igBeginMenu("Options", true):
igMenuItem("Fullscreen", nil, addr opt_fullscreen, true)
igMenuItem("Padding", nil, addr opt_padding, true)
if igMenuItem("Close", nil, false, (addr showMainWindow) != nil):
showMainWindow = false
igEndMenu()
igEndMenuBar()
# Components and widgets
igShowDemoWindow(nil)
igEnd()
# render
igRender()
glClearColor(clearColor.elm.x, clearColor.elm.y, clearColor.elm.z, clearColor.elm.w)
glClear(GL_COLOR_BUFFER_BIT)
ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData())
if 0 != (io.ConfigFlags and ImGui_ConfigFlags_ViewportsEnable.int32):
var backup_current_window = glfwGetCurrentContext()
igUpdatePlatformWindows()
igRenderPlatformWindowsDefault(nil, nil)
backup_current_window.makeContextCurrent()
hWin.swapBuffers()
if showWindowDelay > 0:
dec showWindowDelay
else:
once: # Avoid flickering screen at startup.
hWin.showWindow()
when isMainModule:
windowInit(main)