main.cpp 12 KB

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  1. // Dear ImGui: standalone example application for SDL2 + OpenGL
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
  4. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  5. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  6. #include "imgui.h"
  7. #include "imgui_impl_sdl.h"
  8. #include "imgui_impl_opengl3.h"
  9. #include <stdio.h>
  10. #include <SDL.h>
  11. // About Desktop OpenGL function loaders:
  12. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  13. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  14. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  15. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  16. #include <GL/gl3w.h> // Initialize with gl3wInit()
  17. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  18. #include <GL/glew.h> // Initialize with glewInit()
  19. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  20. #include <glad/glad.h> // Initialize with gladLoadGL()
  21. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  22. #include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
  23. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  24. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  25. #include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
  26. #include <glbinding/gl/gl.h>
  27. using namespace gl;
  28. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  29. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  30. #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
  31. #include <glbinding/gl/gl.h>
  32. using namespace gl;
  33. #else
  34. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  35. #endif
  36. // Main code
  37. int main(int, char**)
  38. {
  39. // Setup SDL
  40. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  41. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  42. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  43. {
  44. printf("Error: %s\n", SDL_GetError());
  45. return -1;
  46. }
  47. // Decide GL+GLSL versions
  48. #ifdef __APPLE__
  49. // GL 3.2 Core + GLSL 150
  50. const char* glsl_version = "#version 150";
  51. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  52. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  53. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  54. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  55. #else
  56. // GL 3.0 + GLSL 130
  57. const char* glsl_version = "#version 130";
  58. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  59. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  60. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  61. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  62. #endif
  63. // Create window with graphics context
  64. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  65. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  66. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  67. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  68. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  69. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  70. SDL_GL_MakeCurrent(window, gl_context);
  71. SDL_GL_SetSwapInterval(1); // Enable vsync
  72. // Initialize OpenGL loader
  73. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  74. bool err = gl3wInit() != 0;
  75. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  76. bool err = glewInit() != GLEW_OK;
  77. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  78. bool err = gladLoadGL() == 0;
  79. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  80. bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
  81. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  82. bool err = false;
  83. glbinding::Binding::initialize();
  84. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  85. bool err = false;
  86. glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
  87. #else
  88. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  89. #endif
  90. if (err)
  91. {
  92. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  93. return 1;
  94. }
  95. // Setup Dear ImGui context
  96. IMGUI_CHECKVERSION();
  97. ImGui::CreateContext();
  98. ImGuiIO& io = ImGui::GetIO(); (void)io;
  99. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  100. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  101. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  102. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  103. //io.ConfigViewportsNoAutoMerge = true;
  104. //io.ConfigViewportsNoTaskBarIcon = true;
  105. // Setup Dear ImGui style
  106. ImGui::StyleColorsDark();
  107. //ImGui::StyleColorsClassic();
  108. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  109. ImGuiStyle& style = ImGui::GetStyle();
  110. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  111. {
  112. style.WindowRounding = 0.0f;
  113. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  114. }
  115. // Setup Platform/Renderer backends
  116. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  117. ImGui_ImplOpenGL3_Init(glsl_version);
  118. // Load Fonts
  119. // - 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.
  120. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  121. // - 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).
  122. // - 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.
  123. // - Read 'docs/FONTS.md' for more instructions and details.
  124. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  125. //io.Fonts->AddFontDefault();
  126. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  127. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  128. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  129. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  130. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  131. //IM_ASSERT(font != NULL);
  132. // Our state
  133. bool show_demo_window = true;
  134. bool show_another_window = false;
  135. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  136. // Main loop
  137. bool done = false;
  138. while (!done)
  139. {
  140. // Poll and handle events (inputs, window resize, etc.)
  141. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  142. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  143. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  144. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  145. SDL_Event event;
  146. while (SDL_PollEvent(&event))
  147. {
  148. ImGui_ImplSDL2_ProcessEvent(&event);
  149. if (event.type == SDL_QUIT)
  150. done = true;
  151. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  152. done = true;
  153. }
  154. // Start the Dear ImGui frame
  155. ImGui_ImplOpenGL3_NewFrame();
  156. ImGui_ImplSDL2_NewFrame(window);
  157. ImGui::NewFrame();
  158. // 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!).
  159. if (show_demo_window)
  160. ImGui::ShowDemoWindow(&show_demo_window);
  161. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  162. {
  163. static float f = 0.0f;
  164. static int counter = 0;
  165. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  166. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  167. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  168. ImGui::Checkbox("Another Window", &show_another_window);
  169. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  170. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  171. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  172. counter++;
  173. ImGui::SameLine();
  174. ImGui::Text("counter = %d", counter);
  175. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  176. ImGui::End();
  177. }
  178. // 3. Show another simple window.
  179. if (show_another_window)
  180. {
  181. 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)
  182. ImGui::Text("Hello from another window!");
  183. if (ImGui::Button("Close Me"))
  184. show_another_window = false;
  185. ImGui::End();
  186. }
  187. // Rendering
  188. ImGui::Render();
  189. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  190. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  191. glClear(GL_COLOR_BUFFER_BIT);
  192. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  193. // Update and Render additional Platform Windows
  194. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  195. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  196. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  197. {
  198. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  199. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  200. ImGui::UpdatePlatformWindows();
  201. ImGui::RenderPlatformWindowsDefault();
  202. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  203. }
  204. SDL_GL_SwapWindow(window);
  205. }
  206. // Cleanup
  207. ImGui_ImplOpenGL3_Shutdown();
  208. ImGui_ImplSDL2_Shutdown();
  209. ImGui::DestroyContext();
  210. SDL_GL_DeleteContext(gl_context);
  211. SDL_DestroyWindow(window);
  212. SDL_Quit();
  213. return 0;
  214. }