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// Dear ImGui: standalone example application for QNX Screen + OpenGL ES 3
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#include "imgui.h"
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#include "imgui_impl_qnx.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h> // printf, fprintf
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#include <errno.h>
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#include <string.h>
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#include <sys/keycodes.h>
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#include <screen/screen.h>
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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#ifndef EGL_OPENGL_ES3_BIT
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#ifdef EGL_OPENGL_ES3_BIT_KHR
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#define EGL_OPENGL_ES3_BIT EGL_OPENGL_ES3_BIT_KHR
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#else
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#define EGL_OPENGL_ES3_BIT 0x0040
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#endif
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#endif
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struct QNXWindow
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{
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screen_context_t Context = nullptr;
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screen_window_t Window = nullptr;
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screen_event_t Event = nullptr;
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EGLDisplay Display = EGL_NO_DISPLAY;
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EGLContext GLContext = EGL_NO_CONTEXT;
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EGLSurface GLSurface = EGL_NO_SURFACE;
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int Size[2] = {};
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};
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// Forward declarations of helper functions
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bool CreateQNXWindow(QNXWindow* window);
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void DestroyQNXWindow(QNXWindow* window);
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bool ProcessQNXEvents(QNXWindow* window);
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// Main code
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int main(int, char**)
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{
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// Setup QNX Screen and EGL
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QNXWindow window;
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if (!CreateQNXWindow(&window))
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{
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DestroyQNXWindow(&window);
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return 1;
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}
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// GL ES 3.0 + GLSL 300 es
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const char* glsl_version = "#version 300 es";
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float main_scale = 1.0f;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
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// Setup Platform/Renderer backends
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ImGui_ImplQNX_Init(window.Context, window.Window);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
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// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
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// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//style.FontSizeBase = 20.0f;
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//io.Fonts->AddFontDefaultVector();
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//io.Fonts->AddFontDefaultBitmap();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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while (!done)
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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if (!ProcessQNXEvents(&window))
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done = true;
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplQNX_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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eglSwapBuffers(window.Display, window.GLSurface);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplQNX_Shutdown();
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ImGui::DestroyContext();
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DestroyQNXWindow(&window);
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return 0;
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}
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// Helper functions
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bool CreateQNXWindow(QNXWindow* window)
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{
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if (screen_create_context(&window->Context, 0) != 0 ||
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screen_create_window(&window->Window, window->Context) != 0 ||
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screen_create_event(&window->Event) != 0)
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{
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fprintf(stderr, "QNX Screen initialization failed: %s\n", strerror(errno));
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return false;
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}
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// A newly created QNX Screen window reports the fullscreen dimensions.
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if (screen_get_window_property_iv(window->Window, SCREEN_PROPERTY_SIZE, window->Size) != 0 || window->Size[0] <= 0 || window->Size[1] <= 0)
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{
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fprintf(stderr, "Failed to obtain QNX Screen window size: %s\n", strerror(errno));
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return false;
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}
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const int usage = SCREEN_USAGE_OPENGL_ES2 | SCREEN_USAGE_OPENGL_ES3 | SCREEN_USAGE_NATIVE;
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const int transparency = SCREEN_TRANSPARENCY_NONE;
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const int swap_interval = 1;
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if (screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_USAGE, &usage) != 0 ||
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screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_SIZE, window->Size) != 0 ||
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screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_TRANSPARENCY, &transparency) != 0 ||
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screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_SWAP_INTERVAL, &swap_interval) != 0)
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{
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fprintf(stderr, "Failed to configure QNX Screen window: %s\n", strerror(errno));
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return false;
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}
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window->Display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (window->Display == EGL_NO_DISPLAY || eglInitialize(window->Display, nullptr, nullptr) != EGL_TRUE || eglBindAPI(EGL_OPENGL_ES_API) != EGL_TRUE)
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{
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fprintf(stderr, "EGL initialization failed: 0x%04x\n", eglGetError());
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return false;
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}
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const EGLint config_attributes[] =
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{
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_STENCIL_SIZE, 8,
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EGL_NONE
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};
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EGLConfig config = nullptr;
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EGLint config_count = 0;
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if (eglChooseConfig(window->Display, config_attributes, &config, 1, &config_count) != EGL_TRUE || config_count == 0)
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{
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fprintf(stderr, "eglChooseConfig() failed: 0x%04x\n", eglGetError());
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return false;
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}
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EGLint native_visual = 0;
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if (eglGetConfigAttrib(window->Display, config, EGL_NATIVE_VISUAL_ID, &native_visual) != EGL_TRUE ||
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screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_FORMAT, &native_visual) != 0 ||
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screen_create_window_buffers(window->Window, 2) != 0)
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{
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fprintf(stderr, "Failed to create QNX Screen buffers: %s\n", strerror(errno));
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return false;
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}
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const EGLint context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
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window->GLContext = eglCreateContext(window->Display, config, EGL_NO_CONTEXT, context_attributes);
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window->GLSurface = eglCreateWindowSurface(window->Display, config, window->Window, nullptr);
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if (window->GLContext == EGL_NO_CONTEXT || window->GLSurface == EGL_NO_SURFACE ||
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eglMakeCurrent(window->Display, window->GLSurface, window->GLSurface, window->GLContext) != EGL_TRUE ||
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eglSwapInterval(window->Display, 1) != EGL_TRUE)
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{
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fprintf(stderr, "EGL context creation failed: 0x%04x\n", eglGetError());
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return false;
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}
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const int visible = 1;
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if (screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_VISIBLE, &visible) != 0)
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{
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fprintf(stderr, "Failed to show QNX Screen window: %s\n", strerror(errno));
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return false;
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}
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return true;
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}
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void DestroyQNXWindow(QNXWindow* window)
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{
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if (window->Display != EGL_NO_DISPLAY)
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{
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eglMakeCurrent(window->Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (window->GLSurface != EGL_NO_SURFACE)
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eglDestroySurface(window->Display, window->GLSurface);
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if (window->GLContext != EGL_NO_CONTEXT)
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eglDestroyContext(window->Display, window->GLContext);
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eglTerminate(window->Display);
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}
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if (window->Event != nullptr)
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screen_destroy_event(window->Event);
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if (window->Window != nullptr)
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screen_destroy_window(window->Window);
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if (window->Context != nullptr)
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screen_destroy_context(window->Context);
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}
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bool ProcessQNXEvents(QNXWindow* window)
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{
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for (;;)
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{
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if (screen_get_event(window->Context, window->Event, 0) != 0)
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return false;
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int type = SCREEN_EVENT_NONE;
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if (screen_get_event_property_iv(window->Event, SCREEN_PROPERTY_TYPE, &type) != 0)
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return false;
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if (type == SCREEN_EVENT_NONE)
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return true;
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ImGui_ImplQNX_ProcessEvent(window->Event);
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if (type == SCREEN_EVENT_CLOSE)
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return false;
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if (type == SCREEN_EVENT_KEYBOARD)
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{
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int flags = 0;
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int key_cap = 0;
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if (screen_get_event_property_iv(window->Event, SCREEN_PROPERTY_FLAGS, &flags) == 0 &&
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screen_get_event_property_iv(window->Event, SCREEN_PROPERTY_KEY_CAP, &key_cap) == 0 &&
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(flags & SCREEN_FLAG_KEY_DOWN) != 0 && key_cap == KEYCODE_ESCAPE)
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return false;
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}
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}
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}
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