Add cimgui
This commit is contained in:
392
engine/libs/rlImGui/examples/editor.cpp
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392
engine/libs/rlImGui/examples/editor.cpp
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/*******************************************************************************************
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*
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* raylib-extras [ImGui] example - editor
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*
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* This is a more complex ImGui Integration
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* It shows how to build windows on top of 2d and 3d views using a render texture
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*
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* Copyright (c) 2021 Jeffery Myers
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include "imgui.h"
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#include "rlImGui.h"
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#include "rlImGuiColors.h"
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bool Quit = false;
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bool ImGuiDemoOpen = false;
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class DocumentWindow
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{
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public:
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bool Open = false;
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RenderTexture ViewTexture;
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virtual void Setup() = 0;
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virtual void Shutdown() = 0;
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virtual void Show() = 0;
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virtual void Update() = 0;
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bool Focused = false;
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Rectangle ContentRect = { 0 };
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};
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class ImageViewerWindow : public DocumentWindow
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{
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public:
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void Setup() override
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{
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Camera.zoom = 1;
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Camera.target.x = 0;
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Camera.target.y = 0;
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Camera.rotation = 0;
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Camera.offset.x = GetScreenWidth() / 2.0f;
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Camera.offset.y = GetScreenHeight() / 2.0f;
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ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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ImageTexture = LoadTexture("resources/parrots.png");
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UpdateRenderTexture();
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}
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void Show() override
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{
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
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ImGui::SetNextWindowSizeConstraints(ImVec2(400, 400), ImVec2((float)GetScreenWidth(), (float)GetScreenHeight()));
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Focused = false;
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if (ImGui::Begin("Image Viewer", &Open, ImGuiWindowFlags_NoScrollbar))
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{
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// save off the screen space content rectangle
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ContentRect = { ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMin().x, ImGui::GetWindowPos().y + ImGui::GetWindowContentRegionMin().y, ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y };
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Focused = ImGui::IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows);
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ImVec2 size = ImGui::GetContentRegionAvail();
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// center the scratch pad in the view
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Rectangle viewRect = { 0 };
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viewRect.x = ViewTexture.texture.width / 2 - size.x / 2;
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viewRect.y = ViewTexture.texture.height / 2 - size.y / 2;
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viewRect.width = size.x;
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viewRect.height = -size.y;
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if (ImGui::BeginChild("Toolbar", ImVec2(ImGui::GetContentRegionAvail().x, 25)))
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{
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ImGui::SetCursorPosX(2);
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ImGui::SetCursorPosY(3);
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if (ImGui::Button("None"))
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{
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CurrentToolMode = ToolMode::None;
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}
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ImGui::SameLine();
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if (ImGui::Button("Move"))
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{
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CurrentToolMode = ToolMode::Move;
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}
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ImGui::SameLine();
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switch (CurrentToolMode)
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{
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case ToolMode::None:
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ImGui::TextUnformatted("No Tool");
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break;
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case ToolMode::Move:
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ImGui::TextUnformatted("Move Tool");
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break;
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default:
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break;
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}
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ImGui::SameLine();
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ImGui::TextUnformatted(TextFormat("camera target X%f Y%f", Camera.target.x, Camera.target.y));
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ImGui::EndChild();
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}
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rlImGuiImageRect(&ViewTexture.texture, (int)size.x, (int)size.y, viewRect);
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}
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ImGui::End();
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ImGui::PopStyleVar();
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}
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void Update() override
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{
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if (!Open)
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return;
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if (IsWindowResized())
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{
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UnloadRenderTexture(ViewTexture);
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ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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Camera.offset.x = GetScreenWidth() / 2.0f;
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Camera.offset.y = GetScreenHeight() / 2.0f;
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}
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Vector2 mousePos = GetMousePosition();
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if (Focused)
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{
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if (CurrentToolMode == ToolMode::Move)
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{
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// only do this tool when the mouse is in the content area of the window
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if (IsMouseButtonDown(0) && CheckCollisionPointRec(mousePos, ContentRect))
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{
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if (!Dragging)
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{
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LastMousePos = mousePos;
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LastTarget = Camera.target;
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}
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Dragging = true;
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Vector2 mouseDelta = Vector2Subtract(LastMousePos, mousePos);
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mouseDelta.x /= Camera.zoom;
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mouseDelta.y /= Camera.zoom;
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Camera.target = Vector2Add(LastTarget, mouseDelta);
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DirtyScene = true;
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}
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else
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{
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Dragging = false;
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}
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}
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}
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else
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{
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Dragging = false;
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}
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if (DirtyScene)
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{
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DirtyScene = false;
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UpdateRenderTexture();
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}
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}
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Texture ImageTexture;
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Camera2D Camera = { 0 };
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Vector2 LastMousePos = { 0 };
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Vector2 LastTarget = { 0 };
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bool Dragging = false;
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bool DirtyScene = false;
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enum class ToolMode
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{
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None,
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Move,
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};
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ToolMode CurrentToolMode = ToolMode::None;
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void UpdateRenderTexture()
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{
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BeginTextureMode(ViewTexture);
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ClearBackground(BLUE);
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// camera with our view offset with a world origin of 0,0
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BeginMode2D(Camera);
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// center the image at 0,0
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DrawTexture(ImageTexture, ImageTexture.width / -2, ImageTexture.height / -2, WHITE);
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EndMode2D();
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EndTextureMode();
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}
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void Shutdown() override
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{
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UnloadRenderTexture(ViewTexture);
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UnloadTexture(ImageTexture);
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}
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};
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class SceneViewWindow : public DocumentWindow
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{
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public:
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Camera3D Camera = { 0 };
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void Setup() override
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{
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ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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Camera.fovy = 45;
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Camera.up.y = 1;
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Camera.position.y = 3;
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Camera.position.z = -25;
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Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
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GridTexture = LoadTextureFromImage(img);
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UnloadImage(img);
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GenTextureMipmaps(&GridTexture);
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SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X);
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SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP);
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}
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void Shutdown() override
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{
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UnloadRenderTexture(ViewTexture);
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UnloadTexture(GridTexture);
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}
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void Show() override
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{
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
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ImGui::SetNextWindowSizeConstraints(ImVec2(400, 400), ImVec2((float)GetScreenWidth(), (float)GetScreenHeight()));
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if (ImGui::Begin("3D View", &Open, ImGuiWindowFlags_NoScrollbar))
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{
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Focused = ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows);
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// draw the view
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rlImGuiImageRenderTextureFit(&ViewTexture, true);
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}
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ImGui::End();
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ImGui::PopStyleVar();
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}
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void Update() override
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{
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if (!Open)
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return;
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if (IsWindowResized())
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{
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UnloadRenderTexture(ViewTexture);
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ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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}
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float period = 10;
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float magnitude = 25;
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Camera.position.x = (float)(sinf((float)GetTime() / period) * magnitude);
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BeginTextureMode(ViewTexture);
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ClearBackground(SKYBLUE);
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BeginMode3D(Camera);
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// grid of cube trees on a plane to make a "world"
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DrawPlane(Vector3{ 0, 0, 0 }, Vector2{ 50, 50 }, BEIGE); // simple world plane
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float spacing = 4;
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int count = 5;
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for (float x = -count * spacing; x <= count * spacing; x += spacing)
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{
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for (float z = -count * spacing; z <= count * spacing; z += spacing)
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{
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Vector3 pos = { x, 0.5f, z };
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Vector3 min = { x - 0.5f,0,z - 0.5f };
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Vector3 max = { x + 0.5f,1,z + 0.5f };
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DrawCube(Vector3{ x, 1.5f, z }, 1, 1, 1, GREEN);
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DrawCube(Vector3{ x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
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}
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}
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EndMode3D();
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EndTextureMode();
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}
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Texture2D GridTexture = { 0 };
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};
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ImageViewerWindow ImageViewer;
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SceneViewWindow SceneView;
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void DoMainMenu()
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{
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if (ImGui::BeginMainMenuBar())
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{
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if (ImGui::BeginMenu("File"))
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{
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if (ImGui::MenuItem("Exit"))
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Quit = true;
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Window"))
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{
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ImGui::MenuItem("ImGui Demo", nullptr, &ImGuiDemoOpen);
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ImGui::MenuItem("Image Viewer", nullptr, &ImageViewer.Open);
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ImGui::MenuItem("3D View", nullptr, &SceneView.Open);
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ImGui::EndMenu();
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}
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ImGui::EndMainMenuBar();
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}
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}
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int main(int argc, char* argv[])
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 1900;
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int screenHeight = 900;
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SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
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InitWindow(screenWidth, screenHeight, "raylib-Extras [ImGui] example - ImGui Demo");
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SetTargetFPS(144);
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rlImGuiSetup(true);
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ImGui::GetIO().ConfigWindowsMoveFromTitleBarOnly = true;
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ImageViewer.Setup();
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ImageViewer.Open = true;
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SceneView.Setup();
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SceneView.Open = true;
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// Main game loop
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while (!WindowShouldClose() && !Quit) // Detect window close button or ESC key
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{
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ImageViewer.Update();
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SceneView.Update();
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BeginDrawing();
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ClearBackground(DARKGRAY);
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rlImGuiBegin();
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DoMainMenu();
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if (ImGuiDemoOpen)
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ImGui::ShowDemoWindow(&ImGuiDemoOpen);
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if (ImageViewer.Open)
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ImageViewer.Show();
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if (SceneView.Open)
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SceneView.Show();
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rlImGuiEnd();
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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rlImGuiShutdown();
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ImageViewer.Shutdown();
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SceneView.Shutdown();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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124
engine/libs/rlImGui/examples/imgui_style_example.cpp
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124
engine/libs/rlImGui/examples/imgui_style_example.cpp
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// Dear ImGui: standalone example application for Raylib with OpenGL
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// (Raylib is a simple learning library for game development)
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#include "imgui.h"
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#include "imgui_impl_raylib.h"
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#include "raylib.h"
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// Main code
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int main(int, char**)
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{
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// Setup raylib window
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SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
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InitWindow(1280, 720, "Dear ImGui Raylib(OpenGL) example");
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// Setup Dear ImGui context
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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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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplRaylib_Init();
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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while (!done)
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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ImGui_ImplRaylib_ProcessEvents();
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// Start the Dear ImGui frame
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ImGui_ImplRaylib_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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||||
ImGui::Text("counter = %d", counter);
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||||
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||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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||||
ImGui::End();
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||||
}
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||||
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||||
// 3. Show another simple window.
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if (show_another_window)
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||||
{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
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||||
if (ImGui::Button("Close Me"))
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show_another_window = false;
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||||
ImGui::End();
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||||
}
|
||||
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||||
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||||
// Rendering
|
||||
ImGui::Render();
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BeginDrawing();
|
||||
ClearBackground(Color{ (unsigned char)(clear_color.x * 255), (unsigned char)(clear_color.y * 255),(unsigned char)(clear_color.z * 255),(unsigned char)(clear_color.w * 255) });
|
||||
ImGui_ImplRaylib_RenderDrawData(ImGui::GetDrawData());
|
||||
EndDrawing();
|
||||
|
||||
done = WindowShouldClose();
|
||||
}
|
||||
// Cleanup
|
||||
ImGui_ImplRaylib_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CloseWindow();
|
||||
|
||||
return 0;
|
||||
}
|
||||
59
engine/libs/rlImGui/examples/simple.cpp
Normal file
59
engine/libs/rlImGui/examples/simple.cpp
Normal file
@@ -0,0 +1,59 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib-extras [ImGui] example - Simple Integration
|
||||
*
|
||||
* This is a simple ImGui Integration
|
||||
* It is done using C++ but with C style code
|
||||
* It can be done in C as well if you use the C ImGui wrapper
|
||||
* https://github.com/cimgui/cimgui
|
||||
*
|
||||
* Copyright (c) 2021 Jeffery Myers
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include "imgui.h"
|
||||
#include "rlImGui.h"
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 1280;
|
||||
int screenHeight = 800;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib-Extras [ImGui] example - simple ImGui Demo");
|
||||
SetTargetFPS(144);
|
||||
rlImGuiSetup(true);
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
BeginDrawing();
|
||||
ClearBackground(DARKGRAY);
|
||||
|
||||
// start ImGui Conent
|
||||
rlImGuiBegin();
|
||||
|
||||
// show ImGui Content
|
||||
bool open = true;
|
||||
ImGui::ShowDemoWindow(&open);
|
||||
|
||||
// end ImGui Content
|
||||
rlImGuiEnd();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
rlImGuiShutdown();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user