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+// Dear ImGui: standalone example application for Win32 + OpenGL 3
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+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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+// Read online: https://github.com/ocornut/imgui/tree/master/docs
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+
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+// This is provided for completeness, however it is strogly recommended you use OpenGL with SDL or GLFW.
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+
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+#include "imgui.h"
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+#include "imgui_impl_opengl3.h"
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+#include "imgui_impl_win32.h"
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+#ifndef WIN32_LEAN_AND_MEAN
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+#define WIN32_LEAN_AND_MEAN
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+#endif
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+#include <windows.h>
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+#include <GL/GL.h>
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+#include <tchar.h>
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+
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+// Data stored per platform window
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+struct WGL_WindowData { HDC hDC; };
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+
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+// Data
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+static HGLRC g_hRC;
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+static WGL_WindowData g_MainWindow;
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+static int g_Width;
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+static int g_Height;
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+
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+// Forward declarations of helper functions
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+bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data);
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+void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
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+void ResetDeviceWGL();
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+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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+
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+// Main code
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+int main(int, char**)
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+{
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+ // Create application window
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+ //ImGui_ImplWin32_EnableDpiAwareness();
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+ WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
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+ ::RegisterClassExW(&wc);
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+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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+
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+ // Initialize OpenGL
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+ if (!CreateDeviceWGL(hwnd, &g_MainWindow))
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+ {
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+ CleanupDeviceWGL(hwnd, &g_MainWindow);
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+ ::DestroyWindow(hwnd);
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+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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+ return 1;
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+ }
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+ wglMakeCurrent(g_MainWindow.hDC, g_hRC);
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+
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+ // Show the window
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+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
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+ ::UpdateWindow(hwnd);
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+
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+ // Setup Dear ImGui context
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+ IMGUI_CHECKVERSION();
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+ ImGui::CreateContext();
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+ ImGuiIO& io = ImGui::GetIO(); (void)io;
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+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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+
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+ // Setup Dear ImGui style
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+ ImGui::StyleColorsDark();
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+ //ImGui::StyleColorsClassic();
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+
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+ // Setup Platform/Renderer backends
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+ ImGui_ImplWin32_InitForOpenGL(hwnd);
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+ ImGui_ImplOpenGL3_Init();
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+
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+ // Load Fonts
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+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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+ // - Read 'docs/FONTS.md' for more instructions and details.
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+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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+ //io.Fonts->AddFontDefault();
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+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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+ //IM_ASSERT(font != NULL);
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+
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+ // Our state
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+ bool show_demo_window = true;
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+ bool show_another_window = false;
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+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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+
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+ // Main loop
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+ bool done = false;
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+ while (!done)
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+ {
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+ // Poll and handle messages (inputs, window resize, etc.)
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+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
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+ MSG msg;
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+ while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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+ {
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+ ::TranslateMessage(&msg);
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+ ::DispatchMessage(&msg);
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+ if (msg.message == WM_QUIT)
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+ done = true;
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+ }
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+ if (done)
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+ break;
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+
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+ // Start the Dear ImGui frame
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+ ImGui_ImplOpenGL3_NewFrame();
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+ ImGui_ImplWin32_NewFrame();
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+ ImGui::NewFrame();
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+
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+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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+ if (show_demo_window)
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+ ImGui::ShowDemoWindow(&show_demo_window);
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+
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+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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+ {
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+ static float f = 0.0f;
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+ static int counter = 0;
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+
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+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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+
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+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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+ ImGui::Checkbox("Another Window", &show_another_window);
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+
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+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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+
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+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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+ counter++;
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+ ImGui::SameLine();
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+ ImGui::Text("counter = %d", counter);
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+
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+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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+ ImGui::End();
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+ }
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+
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+ // 3. Show another simple window.
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+ if (show_another_window)
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+ {
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+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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+ ImGui::Text("Hello from another window!");
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+ if (ImGui::Button("Close Me"))
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+ show_another_window = false;
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+ ImGui::End();
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+ }
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+
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+ // Rendering
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+ ImGui::Render();
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+ glViewport(0, 0, g_Width, g_Height);
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+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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+ glClear(GL_COLOR_BUFFER_BIT);
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+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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+
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+ // Present
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+ ::SwapBuffers(g_MainWindow.hDC);
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+ }
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+
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+ ImGui_ImplOpenGL3_Shutdown();
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+ ImGui_ImplWin32_Shutdown();
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+ ImGui::DestroyContext();
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+
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+ CleanupDeviceWGL(hwnd, &g_MainWindow);
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+ wglDeleteContext(g_hRC);
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+ ::DestroyWindow(hwnd);
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+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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+
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+ return 0;
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+}
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+
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+// Helper functions
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+bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data)
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+{
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+ HDC hDc = ::GetDC(hWnd);
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+ PIXELFORMATDESCRIPTOR pfd = { 0 };
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+ pfd.nSize = sizeof(pfd);
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+ pfd.nVersion = 1;
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+ pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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+ pfd.iPixelType = PFD_TYPE_RGBA;
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+ pfd.cColorBits = 32;
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+
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+ const int pf = ::ChoosePixelFormat(hDc, &pfd);
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+ if (pf == 0)
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+ return false;
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+ if (::SetPixelFormat(hDc, pf, &pfd) == FALSE)
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+ return false;
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+ ::ReleaseDC(hWnd, hDc);
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+
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+ data->hDC = ::GetDC(hWnd);
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+ if (!g_hRC)
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+ g_hRC = wglCreateContext(data->hDC);
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+ return true;
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+}
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+
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+void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
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+{
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+ wglMakeCurrent(NULL, NULL);
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+ ::ReleaseDC(hWnd, data->hDC);
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+}
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+
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+// Forward declare message handler from imgui_impl_win32.cpp
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+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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+
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+// Win32 message handler
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+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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+{
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+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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+ return true;
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+
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+ switch (msg)
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+ {
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+ case WM_SIZE:
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+ if (wParam != SIZE_MINIMIZED)
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+ {
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+ g_Width = LOWORD(lParam);
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+ g_Height = HIWORD(lParam);
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+ }
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+ return 0;
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+ case WM_SYSCOMMAND:
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+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
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+ return 0;
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+ break;
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+ case WM_DESTROY:
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+ ::PostQuitMessage(0);
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+ return 0;
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+ }
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+ return ::DefWindowProc(hWnd, msg, wParam, lParam);
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+}
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