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main.cpp
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#define SDL_MAIN_HANDLED true
#include <iostream>
#include <algorithm>
#include <SDL.h>
#include <SDL_image.h>
//#include <SDL_mixer.h>
//#include <SDL_ttf.h>
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_sdlrenderer.h"
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#ifdef __EMSCRIPTEN__
EM_JS(int, canvas_get_width, (), {
return canvas.width;
});
EM_JS(int, canvas_get_height, (), {
return canvas.height;
});
#endif
#include "MCTS.h"
// draw on IMGUI the board
void draw_board(Node* node, int depth) {
ImGui::Text("UCT: %.3f", node->uct());
ImGui::Text("wins, visits: %d/%d", node->wins, node->visits);
if(ImGui::BeginTable("table1", 3, ImGuiTableFlags_Borders, ImVec2(50, 50))){
for(int i=0; i<3; i++){
ImGui::TableNextRow();
for(int j=0; j<3; j++){
ImGui::TableNextColumn();
if(node->board.get_square(i, j)==Square::X){
ImGui::Text("X");
} else if(node->board.get_square(i, j)==Square::O){
ImGui::Text("O");
} else {
ImGui::Text(".");
}
}
}
ImGui::EndTable();
}
}
int main(int argc, char* argv[]) {
// Unused argc, argv
(void) argc;
(void) argv;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
printf("Error: %s\n", SDL_GetError());
return -1;
}
auto width = 1280;
auto height = 720;
#ifdef __EMSCRIPTEN__
width = canvas_get_width();
height = canvas_get_height();
#endif
// Setup window
SDL_WindowFlags window_flags = (SDL_WindowFlags) (SDL_WINDOW_RESIZABLE | SDL_WINDOW_SHOWN);
SDL_Window *window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, width, height, window_flags);
if (!window) {
std::cout << "Window could not be created!" << std::endl
<< "SDL_Error: " << SDL_GetError() << std::endl;
abort();
}
// Setup SDL_Renderer instance
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == nullptr) {
SDL_Log("Error creating SDL_Renderer!");
abort();
}
//SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &info);
//SDL_Log("Current SDL_Renderer: %s", info.name);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer_Init(renderer);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
MCTS mcts = MCTS(1000);
// Main loop
bool done = false;
// Event loop
while (!done) {
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Tic Tac Toe");
Node node = Node(Board(), nullptr);
draw_board(&node, 0);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
// Rendering
ImGui::Render();
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(renderer);
// todo: add your game logic here to be drawn before the ui rendering
// Set renderer color red to draw the square
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
// present ui on top of your drawings
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
SDL_Delay(0);
}
// Cleanup
ImGui_ImplSDLRenderer_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}