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exit(1)
imgui.end_menu()
imgui.end_main_menu_bar()
imgui.show_test_window()
imgui.begin("Custom window", True)
imgui.text("Bar")
imgui.text_colored("Eggs", 0.2, 1., 0.)
imgui.end()
gl.glClearColor(1., 1., 1., 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
SDL_GL_SwapWindow(window)
renderer.shutdown()
SDL_GL_DeleteContext(gl_context)
SDL_DestroyWindow(window)
SDL_Quit()
)
if clicked_quit:
exit(1)
imgui.end_menu()
imgui.end_main_menu_bar()
imgui.show_test_window()
imgui.begin("Custom window", True)
imgui.text("Bar")
imgui.text_colored("Eggs", 0.2, 1., 0.)
imgui.end()
imgui.render()
self.imgui.render(imgui.get_draw_data())
draw_imgui_table_database(DB)
draw_imgui_eav_database(DB)
draw_imgui_database_rules(DB, font_extra2)
draw_imgui_attribute_metadata(DB)
draw_imgui_query_box(DB, font_extra2)
draw_imgui_constants_window(DB)
# pop the style vars (this is required by Dear ImGui)
imgui.pop_style_var(7)
imgui.pop_style_color(19)
# clear the background
gl.glClearColor(1., 1., 1., 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
SDL_GL_SwapWindow(window)
SDL_Delay(time_left(next_time))
next_time += TICK_INTERVAL
# close the window
renderer.shutdown()
SDL_GL_DeleteContext(gl_context)
SDL_DestroyWindow(window)
SDL_Quit()
imgui.new_frame()
if params.provide_default_window:
imgui.set_next_window_position(0, 0)
imgui.set_next_window_size(win_size[0], win_size[1])
imgui.begin("Default window")
gui_loop_function()
if params.provide_default_window:
imgui.end()
ImGuiImageLister._heartbeat()
# note: cannot use screen.fill((1, 1, 1)) because pygame's screen
# does not support fill() on OpenGL surfaces
gl.glClearColor(1, 1, 1, 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
pygame_renderer.render(imgui.get_draw_data())
pygame.display.flip()
imgui_cv._clear_all_cv_textures()
imgui_ext.__clear_all_unique_labels()
def draw(self, *args, **kwargs):
imgui.new_frame()
on_frame()
gl.glClearColor(1., 1., 1., 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
imgui.end()
# retrieve pixels from framebuffer and write to file
pixels = gl.glReadPixels(0, 0, width, height, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE)
image = Image.frombytes('RGBA', (width, height), pixels)
# note: glReadPixels returns lines "bottom to top" but PIL reads bytes
# top to bottom
image = image.transpose(Image.FLIP_TOP_BOTTOM)
image_list.append(image)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, offscreen_fb)
gl.glClearColor(1, 1, 1, 0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
if animated:
pass
else:
image_list[-1].save(os.path.join(output_dir, file_path))
glfw.terminate()
imgui.end()
if ERROR:
imgui.set_next_window_size(width, height)
imgui.set_next_window_position(0, 0)
imgui.begin("ERROR",
flags=imgui.WINDOW_NO_RESIZE | imgui.WINDOW_NO_MOVE | imgui.WINDOW_NO_SAVED_SETTINGS
)
imgui.text(str(ERROR))
if imgui.button("OK", width=200, height=60):
ERROR = ""
imgui.end()
imgui.render()
renderer.render()
renderer.shutdown()
imgui.end_menu()
imgui.end_main_menu_bar()
imgui.show_test_window()
imgui.begin("Custom window", True)
imgui.text("Bar")
imgui.text_colored("Eggs", 0.2, 1., 0.)
imgui.end()
# note: cannot use screen.fill((1, 1, 1)) because pygame's screen
# does not support fill() on OpenGL sufraces
gl.glClearColor(1, 1, 1, 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
pygame.display.flip()