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main.cpp
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main.cpp
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#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#define GL_SILENCE_DEPRECATION
#include <GLFW/glfw3.h>
#include <math.h>
#include <vector>
#include <iostream>
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
#define MAX_STEP 18
#define WARNING_STEP 15
void generate_plus_null(int horisontal_steps, int current_position, bool* output_function) //Recursive function to generate monotonous sections
{
if (horisontal_steps == 1)
{
output_function[current_position] = false;
return;
}
generate_plus_null(horisontal_steps / 3, current_position, output_function);
for (int i = current_position horisontal_steps / 3; i < current_position 2 * horisontal_steps / 3; i )
{
output_function[i] = true;
}
generate_plus_null(horisontal_steps / 3, current_position 2 * horisontal_steps / 3, output_function);
}
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Generic setup stuff
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) return 1;
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Cantor", nullptr, nullptr);
if (window == nullptr) return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.IniFilename = nullptr;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Setting up values
float* function = (float*)IM_ALLOC(sizeof(float) * 4);
function[0] = 0.0f; function[1] = 0.5f; function[2] = 0.5f; function[3] = 1.0f;
int size = 3;
int display_count = 1;
bool warning_shown = false;
bool warning_active = false;
int pre_warning_value = 1;
int post_warning_value = 1;
// Main loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Actual code
{
if (warning_active)
{
ImGui::OpenPopup("Warning!");
ImVec2 center = ImGui::GetMainViewport()->GetCenter();
ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
if (ImGui::BeginPopupModal("Warning!", NULL, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::Text("Your computer may hang.");
if (ImGui::Button("OK."))
{
display_count = post_warning_value;
warning_active = false;
warning_shown = true;
}
ImGui::SameLine();
if (ImGui::Button("Cancel."))
{
display_count = pre_warning_value;
warning_active = false;
}
if (!warning_active) ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
}
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
ImGui::Begin("Cantor", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings);
int pre_step_value = display_count;
if (ImGui::SliderInt("Step count", &display_count, 1, MAX_STEP, "%d", ImGuiSliderFlags_NoInput))
{
if (display_count > WARNING_STEP && !warning_shown)
{
pre_warning_value = pre_step_value;
post_warning_value = display_count;
warning_active = true;
}
else
{
free(function);
size = pow(3, display_count);
function = (float*)IM_ALLOC(sizeof(float) * pow(3, display_count) 1);
bool* plus_null = (bool*)IM_ALLOC(sizeof(bool) * pow(3, display_count));
generate_plus_null(pow(3, display_count), 0, plus_null);
float current_value = 0;
function[0] = 0.0f; // We always store one extra null value so our plot doesn't start from nowhere
for (int i = 0; i < size; i )
{
plus_null[i] ? current_value : current_value = (1.0f / pow(2, display_count));
function[i 1] = current_value;
}
free(plus_null);
}
}
ImGui::SameLine();
ImGui::Text("| %.1f FPS.", io.Framerate);
ImGui::PlotLines("##Lines", function, size 1, 0, NULL, 0.0f, 1.0f, ImVec2(-FLT_MIN, -FLT_MIN));
ImGui::End();
}
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}