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Commit 8eb0c0d3 authored by DUPASQUIER YOANN p2301526's avatar DUPASQUIER YOANN p2301526
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ImageViewer

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#include <iostream> #include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "Image.h" #include "Image.h"
#include "ImageViewer.h" #include "ImageViewer.h"
#include "SDL_surface.h" #include <iostream>
using namespace std;
ImageViewer::ImageViewer() { ImageViewer::ImageViewer(){
// Initialiser SDL cout << "SDL: init" << endl;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) { if (SDL_Init(SDL_INIT_VIDEO) < 0)
return -1; {
cout << "Erreur lors de l'initialisation de la SDL : " << SDL_GetError() << endl;
SDL_Quit();
exit(1);
} }
// Configurer SDL pour OpenGL 3.2 avec un profil de base cout << "SDL_ttf: init" << endl;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); if (TTF_Init() != 0)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); cout << "Erreur lors de l'initialisation de la SDL_ttf : " << TTF_GetError() << endl;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_Quit();
exit(1);
}
// Créer une fenêtre avec OpenGL int imgFlags = IMG_INIT_PNG | IMG_INIT_JPG;
SDL_Window* window = SDL_CreateWindow("ImGui SDL2+OpenGL3 Example", SDL_WINDOWPOS_CENTERED, cout << "SDL_image: init" << endl;
SDL_WINDOWPOS_CENTERED, 200, 200, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); if (!(IMG_Init(imgFlags) & imgFlags))
{
cout << "SDL_m_image could not initialize! SDL_m_image Error: " << IMG_GetError() << endl;
SDL_Quit();
exit(1);
}
// Créer un contexte OpenGL int dimx, dimy;
SDL_GLContext gl_context = SDL_GL_CreateContext(window); dimx = 200;
dimy = 200;
// Creation de la fenetre
window = SDL_CreateWindow("Image", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, dimx, dimy, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
if (window == NULL)
{
cout << "Erreur lors de la creation de la fenetre : " << SDL_GetError() << endl;
SDL_Quit();
exit(1);
}
// Charger les extensions OpenGL avec ImGui renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
IMGUI_CHECKVERSION(); }
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
// Configurer les backends pour SDL et OpenGL ImageViewer::~ImageViewer(){
ImGui_ImplSDL2_InitForOpenGL(window, gl_context); TTF_Quit();
ImGui_ImplOpenGL3_Init("#version 150"); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
} void ImageViewer::afficher(const Image & im){
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
ImageViewer::~ImageViewer() { im.sauver("./data/imageSDL.ppm");
// Nettoyage surface = IMG_Load("./data/imageSDL.ppm");
ImGui_ImplOpenGL3_Shutdown(); if (surface == nullptr) {
ImGui_ImplSDL2_Shutdown(); std::cerr << "Erreur de chargement de l'image : " << IMG_GetError() << std::endl;
ImGui::DestroyContext(); return;
}
SDL_GL_DeleteContext(gl_context); SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_DestroyWindow(window); SDL_FreeSurface(surface);
SDL_Quit(); if (texture == nullptr) {
std::cerr << "Erreur de création de la texture : " << SDL_GetError() << std::endl;
SDL_FreeSurface(surface);
return;
}
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
//SDL_RenderClear(renderer);
} SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
ImageViewer::afficher(Image im) {
// Boucle principale
bool running = true; bool running = true;
SDL_Event event;
while (running) { while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) { if (event.type == SDL_QUIT) {
running = false; running = false;
} }
} }
}
// Début du cadre ImGui SDL_DestroyTexture(texture);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui::NewFrame();
// Créez ici votre interface utilisateur ImGui
// Fin du cadre ImGui
ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(0.85f, 0.85f, 0.85f, 1.00f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
} }
...@@ -2,18 +2,37 @@ ...@@ -2,18 +2,37 @@
#define _ImageViwer_H #define _ImageViwer_H
#include "Image.h" #include "Image.h"
/**
* @class Image
*
* @brief La classe ImageViewer permet de auver l’image dans un fichier « .ppm », puis charger l’image dans SDL2 avec IMG_Loa
*/
class ImageViewer { class ImageViewer {
private: private:
SDL_Window *window; SDL_Window *window; ///< pointeur sur SDL_Window
SDL_Renderer *renderer; SDL_Renderer *renderer; ///< pointeur sur SDL_Renderer
public: public:
/**
unsigned char r,g,b; * @brief Constructeur qui initialise tout SDL2 et crée la fenêtre
*
* @return pas de valeur de retour
*/
ImageViewer();
ImageViewer(); /**
* @brief Destructeur qui détruit et ferme SDL2
*
* @return pas de valeur de retour
*/
~ImageViewer(); ~ImageViewer();
/**
* @brief procédure qui affiche l’image passée en paramètre et permet le (dé)zoom
* @return pas de valeur de retour
*/
void afficher(Image im); void afficher(Image im);
}; };
......
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