/* nuklear - v1.00 - public domain */ #include #include #include #include #include #include #include #include #include #include #include #include #define NK_INCLUDE_FIXED_TYPES #define NK_INCLUDE_STANDARD_IO #define NK_INCLUDE_DEFAULT_ALLOCATOR #define NK_INCLUDE_VERTEX_BUFFER_OUTPUT #define NK_INCLUDE_FONT_BAKING #define NK_INCLUDE_DEFAULT_FONT #define NK_IMPLEMENTATION #define NK_SDL_GL2_IMPLEMENTATION #include "../../nuklear.h" #include "nuklear_sdl_gl2.h" #define WINDOW_WIDTH 1200 #define WINDOW_HEIGHT 800 #define MAX_VERTEX_MEMORY 512 * 1024 #define MAX_ELEMENT_MEMORY 128 * 1024 #define UNUSED(a) (void)a #define MIN(a,b) ((a) < (b) ? (a) : (b)) #define MAX(a,b) ((a) < (b) ? (b) : (a)) #define LEN(a) (sizeof(a)/sizeof(a)[0]) /* =============================================================== * * EXAMPLE * * ===============================================================*/ /* This are some code examples to provide a small overview of what can be * done with this library. To try out an example uncomment the include * and the corresponding function. */ /*#include "../style.c"*/ /*#include "../calculator.c"*/ /*#include "../overview.c"*/ /*#include "../node_editor.c"*/ /* =============================================================== * * DEMO * * ===============================================================*/ int main(int argc, char* argv[]) { /* Platform */ SDL_Window *win; SDL_GLContext glContext; struct nk_color background; int win_width, win_height; int running = 1; /* GUI */ struct nk_context *ctx; /* SDL setup */ SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "0"); SDL_Init(SDL_INIT_VIDEO); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); win = SDL_CreateWindow("Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN|SDL_WINDOW_ALLOW_HIGHDPI); glContext = SDL_GL_CreateContext(win); SDL_GetWindowSize(win, &win_width, &win_height); /* GUI */ ctx = nk_sdl_init(win); /* Load Fonts: if none of these are loaded a default font will be used */ {struct nk_font_atlas *atlas; nk_sdl_font_stash_begin(&atlas); /*struct nk_font *droid = nk_font_atlas_add_from_file(atlas, "../../../extra_font/DroidSans.ttf", 14, 0);*/ /*struct nk_font *roboto = nk_font_atlas_add_from_file(atlas, "../../../extra_font/Roboto-Regular.ttf", 16, 0);*/ /*struct nk_font *future = nk_font_atlas_add_from_file(atlas, "../../../extra_font/kenvector_future_thin.ttf", 13, 0);*/ /*struct nk_font *clean = nk_font_atlas_add_from_file(atlas, "../../../extra_font/ProggyClean.ttf", 12, 0);*/ /*struct nk_font *tiny = nk_font_atlas_add_from_file(atlas, "../../../extra_font/ProggyTiny.ttf", 10, 0);*/ /*struct nk_font *cousine = nk_font_atlas_add_from_file(atlas, "../../../extra_font/Cousine-Regular.ttf", 13, 0);*/ nk_sdl_font_stash_end(); /*nk_style_set_font(ctx, &roboto->handle)*/;} /* style.c */ /*set_style(ctx, THEME_WHITE);*/ /*set_style(ctx, THEME_RED);*/ /*set_style(ctx, THEME_BLUE);*/ /*set_style(ctx, THEME_DARK);*/ background = nk_rgb(28,48,62); while (running) { /* Input */ SDL_Event evt; nk_input_begin(ctx); while (SDL_PollEvent(&evt)) { if (evt.type == SDL_QUIT) goto cleanup; nk_sdl_handle_event(&evt); } nk_input_end(ctx); /* GUI */ {struct nk_panel layout; if (nk_begin(ctx, &layout, "Demo", nk_rect(50, 50, 210, 250), NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE| NK_WINDOW_MINIMIZABLE|NK_WINDOW_TITLE)) { enum {EASY, HARD}; static int op = EASY; static int property = 20; nk_layout_row_static(ctx, 30, 80, 1); if (nk_button_label(ctx, "button", NK_BUTTON_DEFAULT)) fprintf(stdout, "button pressed\n"); nk_layout_row_dynamic(ctx, 30, 2); if (nk_option_label(ctx, "easy", op == EASY)) op = EASY; if (nk_option_label(ctx, "hard", op == HARD)) op = HARD; nk_layout_row_dynamic(ctx, 25, 1); nk_property_int(ctx, "Compression:", 0, &property, 100, 10, 1); {struct nk_panel combo; nk_layout_row_dynamic(ctx, 20, 1); nk_label(ctx, "background:", NK_TEXT_LEFT); nk_layout_row_dynamic(ctx, 25, 1); if (nk_combo_begin_color(ctx, &combo, background, 400)) { nk_layout_row_dynamic(ctx, 120, 1); background = nk_color_picker(ctx, background, NK_RGBA); nk_layout_row_dynamic(ctx, 25, 1); background.r = (nk_byte)nk_propertyi(ctx, "#R:", 0, background.r, 255, 1,1); background.g = (nk_byte)nk_propertyi(ctx, "#G:", 0, background.g, 255, 1,1); background.b = (nk_byte)nk_propertyi(ctx, "#B:", 0, background.b, 255, 1,1); background.a = (nk_byte)nk_propertyi(ctx, "#A:", 0, background.a, 255, 1,1); nk_combo_end(ctx); }} } nk_end(ctx);} /* -------------- EXAMPLES ---------------- */ /*calculator(ctx);*/ /*overview(ctx);*/ /*node_editor(ctx);*/ /* ----------------------------------------- */ /* Draw */ {float bg[4]; nk_color_fv(bg, background); SDL_GetWindowSize(win, &win_width, &win_height); glViewport(0, 0, win_width, win_height); glClear(GL_COLOR_BUFFER_BIT); glClearColor(bg[0], bg[1], bg[2], bg[3]); /* IMPORTANT: `nk_sdl_render` modifies some global OpenGL state * with blending, scissor, face culling, depth test and viewport and * defaults everything back into a default state. * Make sure to either a.) save and restore or b.) reset your own state after * rendering the UI. */ nk_sdl_render(NK_ANTI_ALIASING_ON, MAX_VERTEX_MEMORY, MAX_ELEMENT_MEMORY); SDL_GL_SwapWindow(win);} } cleanup: nk_sdl_shutdown(); SDL_GL_DeleteContext(glContext); SDL_DestroyWindow(win); SDL_Quit(); return 0; }