#include "applicationBase.h" #include "imgui_wrap.h" #include #include ApplicationBase::ApplicationBase() { initSDL(); initImGUI(); } void ApplicationBase::initSDL() const { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) { throw std::runtime_error(SDL_GetError()); } const auto setGlAttribute = [](auto attr, auto value) { if (SDL_GL_SetAttribute(attr, value) < 0) { throw std::runtime_error(SDL_GetError()); } }; setGlAttribute(SDL_GL_RED_SIZE, 8); setGlAttribute(SDL_GL_GREEN_SIZE, 8); setGlAttribute(SDL_GL_BLUE_SIZE, 8); setGlAttribute(SDL_GL_ALPHA_SIZE, 8); setGlAttribute(SDL_GL_BUFFER_SIZE, 32); setGlAttribute(SDL_GL_DEPTH_SIZE, 16); setGlAttribute(SDL_GL_DOUBLEBUFFER, 1); setGlAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); } void ApplicationBase::initImGUI() const { // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO & io = ImGui::GetIO(); io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable docking io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable viewports } ApplicationBase::~ApplicationBase() { SDL_Quit(); ImGui::DestroyContext(); }