main.cpp 8.6 KB

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  1. // Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
  2. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  6. // **Prefer using the code in the example_glfw_opengl2/ folder**
  7. // See imgui_impl_glfw.cpp for details.
  8. #include "imgui.h"
  9. #include "imgui_impl_glfw.h"
  10. #include "imgui_impl_opengl2.h"
  11. #include <stdio.h>
  12. #ifdef __APPLE__
  13. #define GL_SILENCE_DEPRECATION
  14. #endif
  15. #include <GLFW/glfw3.h>
  16. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  17. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  18. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
  19. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  20. #pragma comment(lib, "legacy_stdio_definitions")
  21. #endif
  22. static void glfw_error_callback(int error, const char* description)
  23. {
  24. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  25. }
  26. int main(int, char**)
  27. {
  28. // Setup window
  29. glfwSetErrorCallback(glfw_error_callback);
  30. if (!glfwInit())
  31. return 1;
  32. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
  33. if (window == NULL)
  34. return 1;
  35. glfwMakeContextCurrent(window);
  36. glfwSwapInterval(1); // Enable vsync
  37. // Setup Dear ImGui context
  38. IMGUI_CHECKVERSION();
  39. ImGui::CreateContext();
  40. ImGuiIO& io = ImGui::GetIO(); (void)io;
  41. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  42. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  43. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  44. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  45. //io.ConfigViewportsNoAutoMerge = true;
  46. //io.ConfigViewportsNoTaskBarIcon = true;
  47. // Setup Dear ImGui style
  48. ImGui::StyleColorsDark();
  49. //ImGui::StyleColorsClassic();
  50. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  51. ImGuiStyle& style = ImGui::GetStyle();
  52. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  53. {
  54. style.WindowRounding = 0.0f;
  55. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  56. }
  57. // Setup Platform/Renderer backends
  58. ImGui_ImplGlfw_InitForOpenGL(window, true);
  59. ImGui_ImplOpenGL2_Init();
  60. // Load Fonts
  61. // - 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.
  62. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  63. // - 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).
  64. // - 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.
  65. // - Read 'docs/FONTS.md' for more instructions and details.
  66. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  67. //io.Fonts->AddFontDefault();
  68. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  69. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  70. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  71. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  72. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  73. //IM_ASSERT(font != NULL);
  74. // Our state
  75. bool show_demo_window = true;
  76. bool show_another_window = false;
  77. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  78. // Main loop
  79. while (!glfwWindowShouldClose(window))
  80. {
  81. // Poll and handle events (inputs, window resize, etc.)
  82. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  83. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  84. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  85. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  86. glfwPollEvents();
  87. // Start the Dear ImGui frame
  88. ImGui_ImplOpenGL2_NewFrame();
  89. ImGui_ImplGlfw_NewFrame();
  90. ImGui::NewFrame();
  91. // 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!).
  92. if (show_demo_window)
  93. ImGui::ShowDemoWindow(&show_demo_window);
  94. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  95. {
  96. static float f = 0.0f;
  97. static int counter = 0;
  98. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  99. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  100. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  101. ImGui::Checkbox("Another Window", &show_another_window);
  102. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  103. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  104. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  105. counter++;
  106. ImGui::SameLine();
  107. ImGui::Text("counter = %d", counter);
  108. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  109. ImGui::End();
  110. }
  111. // 3. Show another simple window.
  112. if (show_another_window)
  113. {
  114. 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)
  115. ImGui::Text("Hello from another window!");
  116. if (ImGui::Button("Close Me"))
  117. show_another_window = false;
  118. ImGui::End();
  119. }
  120. // Rendering
  121. ImGui::Render();
  122. int display_w, display_h;
  123. glfwGetFramebufferSize(window, &display_w, &display_h);
  124. glViewport(0, 0, display_w, display_h);
  125. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  126. glClear(GL_COLOR_BUFFER_BIT);
  127. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  128. // you may need to backup/reset/restore current shader using the commented lines below.
  129. //GLint last_program;
  130. //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  131. //glUseProgram(0);
  132. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  133. //glUseProgram(last_program);
  134. // Update and Render additional Platform Windows
  135. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  136. // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
  137. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  138. {
  139. GLFWwindow* backup_current_context = glfwGetCurrentContext();
  140. ImGui::UpdatePlatformWindows();
  141. ImGui::RenderPlatformWindowsDefault();
  142. glfwMakeContextCurrent(backup_current_context);
  143. }
  144. glfwSwapBuffers(window);
  145. }
  146. // Cleanup
  147. ImGui_ImplOpenGL2_Shutdown();
  148. ImGui_ImplGlfw_Shutdown();
  149. ImGui::DestroyContext();
  150. glfwDestroyWindow(window);
  151. glfwTerminate();
  152. return 0;
  153. }