main.cpp 6.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148
  1. // Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
  5. // !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
  6. // !!! Nowadays, prefer using GLFW or SDL instead!
  7. #include "imgui.h"
  8. #include "imgui_impl_glut.h"
  9. #include "imgui_impl_opengl2.h"
  10. #ifdef __APPLE__
  11. #include <GLUT/glut.h>
  12. #else
  13. #include <GL/freeglut.h>
  14. #endif
  15. #ifdef _MSC_VER
  16. #pragma warning (disable: 4505) // unreferenced local function has been removed
  17. #endif
  18. // Our state
  19. static bool show_demo_window = true;
  20. static bool show_another_window = false;
  21. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  22. void my_display_code()
  23. {
  24. // 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!).
  25. if (show_demo_window)
  26. ImGui::ShowDemoWindow(&show_demo_window);
  27. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  28. {
  29. static float f = 0.0f;
  30. static int counter = 0;
  31. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  32. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  33. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  34. ImGui::Checkbox("Another Window", &show_another_window);
  35. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  36. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  37. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  38. counter++;
  39. ImGui::SameLine();
  40. ImGui::Text("counter = %d", counter);
  41. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  42. ImGui::End();
  43. }
  44. // 3. Show another simple window.
  45. if (show_another_window)
  46. {
  47. 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)
  48. ImGui::Text("Hello from another window!");
  49. if (ImGui::Button("Close Me"))
  50. show_another_window = false;
  51. ImGui::End();
  52. }
  53. }
  54. void glut_display_func()
  55. {
  56. // Start the Dear ImGui frame
  57. ImGui_ImplOpenGL2_NewFrame();
  58. ImGui_ImplGLUT_NewFrame();
  59. my_display_code();
  60. // Rendering
  61. ImGui::Render();
  62. ImGuiIO& io = ImGui::GetIO();
  63. glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
  64. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  65. glClear(GL_COLOR_BUFFER_BIT);
  66. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
  67. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  68. glutSwapBuffers();
  69. glutPostRedisplay();
  70. }
  71. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  72. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  73. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  74. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  75. int main(int argc, char** argv)
  76. {
  77. // Create GLUT window
  78. glutInit(&argc, argv);
  79. #ifdef __FREEGLUT_EXT_H__
  80. glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
  81. #endif
  82. glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
  83. glutInitWindowSize(1280, 720);
  84. glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
  85. // Setup GLUT display function
  86. // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
  87. // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
  88. glutDisplayFunc(glut_display_func);
  89. // Setup Dear ImGui context
  90. IMGUI_CHECKVERSION();
  91. ImGui::CreateContext();
  92. ImGuiIO& io = ImGui::GetIO(); (void)io;
  93. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  94. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  95. // Setup Dear ImGui style
  96. ImGui::StyleColorsDark();
  97. //ImGui::StyleColorsClassic();
  98. // Setup Platform/Renderer backends
  99. ImGui_ImplGLUT_Init();
  100. ImGui_ImplGLUT_InstallFuncs();
  101. ImGui_ImplOpenGL2_Init();
  102. // Load Fonts
  103. // - 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.
  104. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  105. // - 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).
  106. // - 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.
  107. // - Read 'docs/FONTS.md' for more instructions and details.
  108. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  109. //io.Fonts->AddFontDefault();
  110. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  111. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  112. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  113. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  114. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  115. //IM_ASSERT(font != NULL);
  116. glutMainLoop();
  117. // Cleanup
  118. ImGui_ImplOpenGL2_Shutdown();
  119. ImGui_ImplGLUT_Shutdown();
  120. ImGui::DestroyContext();
  121. return 0;
  122. }