Debug: Introduce Dear ImGui interfaces
Introduce Dear ImGui to the CMakeBuild, allow building without it. Add two debug interfaces : one FPS counter and frame time graph, one map visualizer and editor.
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92daf5551f
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3 changed files with 160 additions and 8 deletions
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@ -11,8 +11,28 @@ if(NOT SFML_FOUND)
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message(FATAL_ERROR "SFML could not be found")
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message(FATAL_ERROR "SFML could not be found")
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endif()
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endif()
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add_executable(raycasting main.cpp Player.cpp Player.h World.cpp World.h)
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set(LIBS
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target_link_libraries(raycasting
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sfml-window
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sfml-window
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sfml-graphics)
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sfml-graphics)
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find_package(ImGui QUIET)
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find_package(ImGui-SFML QUIET)
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if(NOT ImGui_FOUND OR NOT ImGui-SFML_FOUND OR NO_IMGUI)
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message("*Not* building with ImGui")
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else ()
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message("Building with ImGui")
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add_compile_definitions(IMGUI)
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set(LIBS ${LIBS}
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ImGui-SFML::ImGui-SFML)
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endif()
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add_compile_options(-Wall -Wextra)
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add_executable(raycasting
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main.cpp
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Player.cpp
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World.cpp
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)
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target_link_libraries(raycasting ${LIBS})
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77
World.cpp
77
World.cpp
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@ -5,6 +5,10 @@
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#include "World.h"
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#include "World.h"
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#include <cmath>
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#include <cmath>
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#ifdef IMGUI
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#include <imgui.h>
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#include <imgui-SFML.h>
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#endif
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World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) :
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World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) :
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player(0,0,0), w(w), h(h), map(std::move(worldMap)),
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player(0,0,0), w(w), h(h), map(std::move(worldMap)),
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@ -263,4 +267,77 @@ void World::step(const float& stepTime) {
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-player.currentMoveSpeedY*stepTime);
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-player.currentMoveSpeedY*stepTime);
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}
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}
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player.rotate(player.currentRotationSpeed*stepTime);
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player.rotate(player.currentRotationSpeed*stepTime);
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#ifdef IMGUI
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ImGui::Begin("MapEdit");
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static int blockToPlace = 1;
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/*
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* Group all the select boxes together : makes it a big block in the
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* Dear ImGui layout an allows adding things on the side.
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*/
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ImGui::BeginGroup();
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for (int y = 0 ; y < h ; y++) {
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for (int x = 0 ; x < w ; x++) {
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ImGui::PushID(x + y*w);
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if (x > 0)
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ImGui::SameLine();
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BlockType currentBlock = map[x + w*y];
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ImVec4 hoverColor;
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switch ((BlockType)blockToPlace) {
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case BlockType::WALL:
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hoverColor = (ImVec4)ImColor(84, 56, 34);
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break;
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case BlockType::DOOR:
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hoverColor = (ImVec4)ImColor(186, 152, 107);
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break;
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case BlockType::WINDOW:
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hoverColor = (ImVec4)ImColor(104, 123, 165);
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break;
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default:
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/* Default header color, it seems ? */
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hoverColor = (ImVec4)ImColor(188, 120, 32);
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break;
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}
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ImGui::PushStyleColor(ImGuiCol_HeaderHovered, hoverColor);
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ImVec4 blockColor;
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switch (currentBlock) {
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case BlockType::WALL:
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blockColor = (ImVec4)ImColor(84, 56, 34);
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break;
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case BlockType::DOOR:
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blockColor = (ImVec4)ImColor(186, 152, 107);
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break;
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case BlockType::WINDOW:
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blockColor = (ImVec4)ImColor(104, 123, 165);
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break;
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default:
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blockColor = (ImVec4)ImColor(188, 120, 32);
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break;
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}
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ImGui::PushStyleColor(ImGuiCol_Header, blockColor);
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if(ImGui::Selectable("", currentBlock != BlockType::AIR, 0, ImVec2(10, 10))) {
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map[x + w*y] = currentBlock == (BlockType)blockToPlace ? BlockType::AIR : (BlockType)blockToPlace;
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}
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ImGui::PopStyleColor(2);
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ImGui::PopID();
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}
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}
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ImGui::EndGroup();
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ImGui::SameLine();
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ImGui::BeginGroup();
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ImGui::Indent();
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ImGui::Text("Place :");
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ImGui::RadioButton("Wall", &blockToPlace, (int)BlockType::WALL);
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ImGui::RadioButton("Door", &blockToPlace, (int)BlockType::DOOR);
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ImGui::RadioButton("Window", &blockToPlace, (int)BlockType::WINDOW);
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ImGui::Unindent();
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ImGui::EndGroup();
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ImGui::End();
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#endif
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}
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}
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63
main.cpp
63
main.cpp
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@ -1,20 +1,35 @@
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#include <iostream>
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#include <iostream>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#ifdef IMGUI
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#include <imgui.h>
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#include <imgui-SFML.h>
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#endif
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#include "World.h"
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#include "World.h"
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// TODO: Find a way to go to edges instead of just equally split (?)
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// TODO: Find a way to go to edges instead of just equally split (?)
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int main()
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int main()
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{
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{
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World world(10,10);
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World world(32,32);
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world.setBlock(BlockType::AIR,1,1,8,8);
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world.setBlock(BlockType::AIR,1,1,30,30);
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world.setBlock(BlockType::WALL,4,4,2,2);
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world.setBlock(BlockType::WALL,4,4,2,2);
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world.player.move(2,2);
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world.player.move(2,2);
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std::cout << world << std::endl;
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std::cout << world << std::endl;
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sf::RenderWindow window(sf::VideoMode(800,600),"Da raycasting");
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sf::RenderWindow window(sf::VideoMode(1000,1000),"Da raycasting");
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sf::RenderWindow window(sf::VideoMode(1000,1000),"Da raycasting");
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#ifdef IMGUI
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if (!ImGui::SFML::Init(window)) {
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std::cout << "Failed to init Dear ImGui SFML" << std::endl;
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return -1;
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}
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sf::Clock fpsDataClock;
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float frameTimings[100];
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unsigned int frameCount = 0;
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#endif
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// window.setFramerateLimit(60);
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sf::Event event{};
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sf::Event event{};
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sf::Clock frameTime;
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sf::Clock frameTime;
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@ -34,6 +49,13 @@ int main()
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window.setView(sf::View(newView));
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window.setView(sf::View(newView));
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continue;
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continue;
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}
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}
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#ifdef IMGUI
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ImGui::SFML::ProcessEvent(window, event);
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// Check if Dear ImGui should process the key events.
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ImGuiIO& io = ImGui::GetIO();
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if (io.WantCaptureMouse || io.WantCaptureKeyboard)
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continue;
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#endif
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if (event.type == sf::Event::KeyPressed) {
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if (event.type == sf::Event::KeyPressed) {
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switch (event.key.code) {
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switch (event.key.code) {
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case sf::Keyboard::Key::Escape:
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case sf::Keyboard::Key::Escape:
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@ -71,11 +93,44 @@ int main()
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}
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}
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}
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}
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window.clear();
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window.clear();
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const sf::Time& deltaT = frameTime.restart();
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world.step(frameTime.restart().asSeconds());
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#ifdef IMGUI
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ImGui::SFML::Update(window, deltaT);
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#endif
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world.step(deltaT.asSeconds());
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world.render(window);
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world.render(window);
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#ifdef IMGUI
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// ImGui::ShowDemoWindow();
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration
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| ImGuiWindowFlags_AlwaysAutoResize
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| ImGuiWindowFlags_NoSavedSettings
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| ImGuiWindowFlags_NoFocusOnAppearing
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| ImGuiWindowFlags_NoNav;
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ImVec2 window_area = ImGui::GetMainViewport()->WorkSize;
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ImGui::SetNextWindowPos({window_area.x - 20, 20}, ImGuiCond_Always, {1,0});
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ImGui::SetNextWindowBgAlpha(0.2f);
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ImGui::Begin("FPS", nullptr ,window_flags);
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if (fpsDataClock.getElapsedTime().asMilliseconds() > 20) {
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frameTimings[frameCount%100] = static_cast<float>(deltaT.asMicroseconds());
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frameCount++;
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fpsDataClock.restart();
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}
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ImGui::Text("FPS : %d", (int)(1.0/deltaT.asSeconds()));
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ImGui::PlotLines("µs", frameTimings, frameCount >= 100 ? 100 : frameCount);
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ImGui::End();
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ImGui::SFML::Render(window);
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#endif
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window.display();
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window.display();
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}
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}
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#ifdef IMGUI
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ImGui::SFML::Shutdown();
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#endif
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return 0;
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return 0;
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}
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}
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