-- NOTE: If this is file is edited, please also copy and paste it into -- README.md. {-# language BlockArguments #-} {-# language LambdaCase #-} {-# language OverloadedStrings #-} module Main ( main ) where import Control.Exception import Control.Monad.IO.Class import Control.Monad.Managed import DearImGui import DearImGui.OpenGL2 import DearImGui.SDL import DearImGui.SDL.OpenGL import Graphics.GL import SDL main :: IO () main = do -- Initialize SDL initializeAll runManaged do -- Create a window using SDL. As we're using OpenGL, we need to enable OpenGL too. window <- do let title = "Hello, Dear ImGui!" let config = defaultWindow { windowGraphicsContext = OpenGLContext defaultOpenGL } managed $ bracket (createWindow title config) destroyWindow -- Create an OpenGL context glContext <- managed $ bracket (glCreateContext window) glDeleteContext -- Create an ImGui context _ <- managed $ bracket createContext destroyContext -- Initialize ImGui's SDL2 backend _ <- managed_ $ bracket_ (sdl2InitForOpenGL window glContext) sdl2Shutdown -- Initialize ImGui's OpenGL backend _ <- managed_ $ bracket_ openGL2Init openGL2Shutdown liftIO $ mainLoop window mainLoop :: Window -> IO () mainLoop window = unlessQuit do -- Tell ImGui we're starting a new frame openGL2NewFrame sdl2NewFrame newFrame -- Build the GUI withWindowOpen "Hello, ImGui!" do -- Add a text widget text "Hello, ImGui!" -- Add a button widget, and call 'putStrLn' when it's clicked button "Clickety Click" >>= \case False -> return () True -> putStrLn "Ow!" -- Show the ImGui demo window showDemoWindow -- Render glClear GL_COLOR_BUFFER_BIT render openGL2RenderDrawData =<< getDrawData glSwapWindow window mainLoop window where -- Process the event loop unlessQuit action = do shouldQuit <- checkEvents if shouldQuit then pure () else action checkEvents = do pollEventWithImGui >>= \case Nothing -> return False Just event -> (isQuit event ||) <$> checkEvents isQuit event = SDL.eventPayload event == SDL.QuitEvent