-- 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. w <- 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 w) glDeleteContext -- Create an ImGui context _ <- managed $ bracket createContext destroyContext -- Initialize ImGui's SDL2 backend _ <- managed_ $ bracket_ (sdl2InitForOpenGL w glContext) sdl2Shutdown -- Initialize ImGui's OpenGL backend _ <- managed_ $ bracket_ openGL2Init openGL2Shutdown liftIO $ mainLoop w mainLoop :: Window -> IO () mainLoop w = do -- Process the event loop untilNothingM pollEventWithImGui -- Tell ImGui we're starting a new frame openGL2NewFrame sdl2NewFrame w 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 w mainLoop w where untilNothingM m = m >>= maybe (return ()) (\_ -> untilNothingM m)