#include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include #include #include #include #include #include #include #include #include #include #ifdef _WIN32 #include #endif static void glfw_error_callback(int error, const char* description) { spdlog::error("Glfw Error {0}: {1}", error, description); } int main() { #ifdef _WIN32 //FreeConsole(); #endif spdlog::info("SDR++ v" VERSION_STR); // Setup window glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) { return 1; } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac // Create window with graphics context GLFWwindow* window = glfwCreateWindow(1280, 720, "SDR++ v" VERSION_STR " (Built at " __TIME__ ", " __DATE__ ")", NULL, NULL); if (window == NULL) return 1; glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync if (glewInit() != GLEW_OK) { spdlog::error("Failed to initialize OpenGL loader!"); return 1; } // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.IniFilename = NULL; // Setup Platform/Renderer bindings ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init("#version 150"); setImguiStyle(io); windowInit(); spdlog::info("Loading icons"); icons::load(); spdlog::info("Loading band plans"); bandplan::loadFromDir("bandplans"); spdlog::info("Loading band plans color table"); bandplan::loadColorTable("band_colors.json"); spdlog::info("Ready."); // Main loop while (!glfwWindowShouldClose(window)) { glfwPollEvents(); // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); int wwidth, wheight; glfwGetWindowSize(window, &wwidth, &wheight); ImGui::SetNextWindowPos(ImVec2(0, 0)); ImGui::SetNextWindowSize(ImVec2(wwidth, wheight)); ImGui::Begin("Main", NULL, WINDOW_FLAGS); drawWindow(); ImGui::End(); // Rendering ImGui::Render(); int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glClearColor(0.0666f, 0.0666f, 0.0666f, 1.0f); //glClearColor(0.90f, 0.90f, 0.90f, 1.0f); 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; }