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- // dear imgui: standalone example application for SDL2 + OpenGL
- // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
- // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
- // (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.)
- #include "imgui.h"
- #include "imgui_impl_sdl.h"
- #include "imgui_impl_opengl3.h"
- #include <stdio.h>
- #include <SDL.h>
- // About Desktop OpenGL function loaders:
- // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
- // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
- // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
- #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
- #include <GL/gl3w.h> // Initialize with gl3wInit()
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
- #include <GL/glew.h> // Initialize with glewInit()
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
- #include <glad/glad.h> // Initialize with gladLoadGL()
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
- #include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
- #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
- #include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
- #include <glbinding/gl/gl.h>
- using namespace gl;
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
- #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
- #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
- #include <glbinding/gl/gl.h>
- using namespace gl;
- #else
- #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
- #endif
- // Main code
- int main(int, char**)
- {
- // Setup SDL
- // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
- // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
- {
- printf("Error: %s\n", SDL_GetError());
- return -1;
- }
- // Decide GL+GLSL versions
- #if __APPLE__
- // GL 3.2 Core + GLSL 150
- const char* glsl_version = "#version 150";
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
- #else
- // GL 3.0 + GLSL 130
- const char* glsl_version = "#version 130";
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
- #endif
- // Create window with graphics context
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
- SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
- SDL_GLContext gl_context = SDL_GL_CreateContext(window);
- SDL_GL_MakeCurrent(window, gl_context);
- SDL_GL_SetSwapInterval(1); // Enable vsync
- // Initialize OpenGL loader
- #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
- bool err = gl3wInit() != 0;
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
- bool err = glewInit() != GLEW_OK;
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
- bool err = gladLoadGL() == 0;
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
- bool err = gladLoadGL((GLADloadfunc) SDL_GL_GetProcAddress) == 0; // glad docs recommend using the windowing library loader instead of the (optionally) bundled one.
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
- bool err = false;
- glbinding::Binding::initialize();
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
- bool err = false;
- glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
- #else
- bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
- #endif
- if (err)
- {
- fprintf(stderr, "Failed to initialize OpenGL loader!\n");
- return 1;
- }
- // Setup Dear ImGui context
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO(); (void)io;
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
- // Setup Dear ImGui style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
- // Setup Platform/Renderer bindings
- ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
- ImGui_ImplOpenGL3_Init(glsl_version);
- // Load Fonts
- // - 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.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
- // - 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).
- // - 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.
- // - Read 'docs/FONTS.md' for more instructions and details.
- // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
- //IM_ASSERT(font != NULL);
- // Our state
- bool show_demo_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
- // Main loop
- bool done = false;
- while (!done)
- {
- // Poll and handle events (inputs, window resize, etc.)
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- SDL_Event event;
- while (SDL_PollEvent(&event))
- {
- ImGui_ImplSDL2_ProcessEvent(&event);
- if (event.type == SDL_QUIT)
- done = true;
- if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
- done = true;
- }
- // Start the Dear ImGui frame
- ImGui_ImplOpenGL3_NewFrame();
- ImGui_ImplSDL2_NewFrame(window);
- ImGui::NewFrame();
- // 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!).
- if (show_demo_window)
- ImGui::ShowDemoWindow(&show_demo_window);
- // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
- ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
- ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
- ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
- if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- ImGui::End();
- }
- // 3. Show another simple window.
- if (show_another_window)
- {
- 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)
- ImGui::Text("Hello from another window!");
- if (ImGui::Button("Close Me"))
- show_another_window = false;
- ImGui::End();
- }
- // Rendering
- ImGui::Render();
- glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
- glClear(GL_COLOR_BUFFER_BIT);
- ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
- SDL_GL_SwapWindow(window);
- }
- // Cleanup
- ImGui_ImplOpenGL3_Shutdown();
- ImGui_ImplSDL2_Shutdown();
- ImGui::DestroyContext();
- SDL_GL_DeleteContext(gl_context);
- SDL_DestroyWindow(window);
- SDL_Quit();
- return 0;
- }
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