15#include "glm/gtc/matrix_transform.hpp"
21#include <condition_variable>
24#include "imgui_internal.h"
25#include "imgui_impl_glfw.h"
26#include "imgui_impl_opengl3.h"
36namespace fs = std::filesystem;
99 void DrawDebugCircle(ImVec2 coords,
bool is_relative_to_window, ImU32 color,
float radius = 10.0f)
101 ImDrawList* draw_list = ImGui::GetForegroundDrawList();
102 ImVec2 final_screen_pos = coords;
104 if (is_relative_to_window)
111 final_screen_pos.x += ImGui::GetWindowPos().x;
112 final_screen_pos.y += ImGui::GetWindowPos().y;
115 draw_list->AddCircleFilled(final_screen_pos, radius, color, 16);
std::shared_ptr< GameTableManager > game_table_manager
void pushStatusToast(const std::string &msg, ImGuiToaster::Level lvl, float durationSec=5.0f)
ImVec2 current_map_relative_mouse_pos
std::shared_ptr< DirectoryWindow > map_directory
std::shared_ptr< DirectoryWindow > marker_directory
std::shared_ptr< NotesManager > notes_manager
ApplicationHandler(GLFWwindow *window, std::shared_ptr< DirectoryWindow > map_directory, std::shared_ptr< DirectoryWindow > marker_directory)
void renderActiveGametable()
std::shared_ptr< MapFBO > map_fbo
void CreateMapFBO(int width, int height)
glm::vec2 current_fbo_mouse_pos
void GetMousePosInItem(ImVec2 &out_item_size, ImVec2 &item_screen_pos)
std::shared_ptr< NoteEditorUI > note_editor_ui
void DrawDebugCircle(ImVec2 coords, bool is_relative_to_window, ImU32 color, float radius=10.0f)
void renderMapFBO(VertexArray &va, IndexBuffer &ib, Shader &shader, Shader &grid_shader, Renderer &renderer)
void ResizeMapFBO(int newWidth, int newHeight)
bool g_dockspace_initialized
std::shared_ptr< ImGuiToaster > toaster_