//! A basic example showing imgui rendering on top of a simple custom scene. use std::{num::NonZeroU32, time::Instant}; mod utils; use glutin::surface::GlSurface; use utils::Triangler; fn main() { let (event_loop, window, surface, context) = utils::create_window("Hello, triangle!", None); let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); let gl = utils::glow_context(&context); let mut ig_renderer = imgui_glow_renderer::AutoRenderer::new(gl, &mut imgui_context) .expect("failed to create renderer"); let tri_renderer = Triangler::new(ig_renderer.gl_context(), "#version 330"); let mut last_frame = Instant::now(); #[allow(deprecated)] event_loop .run(move |event, window_target| { match event { winit::event::Event::NewEvents(_) => { let now = Instant::now(); imgui_context .io_mut() .update_delta_time(now.duration_since(last_frame)); last_frame = now; } winit::event::Event::AboutToWait => { winit_platform .prepare_frame(imgui_context.io_mut(), &window) .unwrap(); window.request_redraw(); } winit::event::Event::WindowEvent { event: winit::event::WindowEvent::RedrawRequested, .. } => { // Render your custom scene, note we need to borrow the OpenGL // context from the `AutoRenderer`, which takes ownership of it. tri_renderer.render(ig_renderer.gl_context()); let ui = imgui_context.frame(); ui.show_demo_window(&mut true); winit_platform.prepare_render(ui, &window); let draw_data = imgui_context.render(); // Render imgui on top of it ig_renderer .render(draw_data) .expect("error rendering imgui"); surface .swap_buffers(&context) .expect("Failed to swap buffers"); } winit::event::Event::WindowEvent { event: winit::event::WindowEvent::CloseRequested, .. } => { window_target.exit(); } winit::event::Event::WindowEvent { event: winit::event::WindowEvent::Resized(new_size), .. } => { if new_size.width > 0 && new_size.height > 0 { surface.resize( &context, NonZeroU32::new(new_size.width).unwrap(), NonZeroU32::new(new_size.height).unwrap(), ); } winit_platform.handle_event(imgui_context.io_mut(), &window, &event); } winit::event::Event::LoopExiting => { let gl = ig_renderer.gl_context(); tri_renderer.destroy(gl); } event => { winit_platform.handle_event(imgui_context.io_mut(), &window, &event); } } }) .expect("EventLoop error"); }