main.cpp 11 KB

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  1. // dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  4. #include "imgui.h"
  5. #include "imgui_impl_glfw.h"
  6. #include "imgui_impl_opengl3.h"
  7. #include <stdio.h>
  8. // About Desktop OpenGL function loaders:
  9. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  10. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  11. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  12. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  13. #include <GL/gl3w.h> // Initialize with gl3wInit()
  14. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  15. #include <GL/glew.h> // Initialize with glewInit()
  16. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  17. #include <glad/glad.h> // Initialize with gladLoadGL()
  18. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  19. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  20. #include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
  21. #include <glbinding/gl/gl.h>
  22. using namespace gl;
  23. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  24. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  25. #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
  26. #include <glbinding/gl/gl.h>
  27. using namespace gl;
  28. #else
  29. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  30. #endif
  31. // Include glfw3.h after our OpenGL definitions
  32. #include <GLFW/glfw3.h>
  33. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  34. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  35. // 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.
  36. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  37. #pragma comment(lib, "legacy_stdio_definitions")
  38. #endif
  39. static void glfw_error_callback(int error, const char* description)
  40. {
  41. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  42. }
  43. int main(int, char**)
  44. {
  45. // Setup window
  46. glfwSetErrorCallback(glfw_error_callback);
  47. if (!glfwInit())
  48. return 1;
  49. // Decide GL+GLSL versions
  50. #if __APPLE__
  51. // GL 3.2 + GLSL 150
  52. const char* glsl_version = "#version 150";
  53. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  54. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  55. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  56. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  57. #else
  58. // GL 3.0 + GLSL 130
  59. const char* glsl_version = "#version 130";
  60. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  61. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  62. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  63. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  64. #endif
  65. // Create window with graphics context
  66. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
  67. if (window == NULL)
  68. return 1;
  69. glfwMakeContextCurrent(window);
  70. glfwSwapInterval(1); // Enable vsync
  71. // Initialize OpenGL loader
  72. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  73. bool err = gl3wInit() != 0;
  74. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  75. bool err = glewInit() != GLEW_OK;
  76. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  77. bool err = gladLoadGL() == 0;
  78. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  79. bool err = false;
  80. glbinding::Binding::initialize();
  81. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  82. bool err = false;
  83. glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
  84. #else
  85. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  86. #endif
  87. if (err)
  88. {
  89. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  90. return 1;
  91. }
  92. // Setup Dear ImGui context
  93. IMGUI_CHECKVERSION();
  94. ImGui::CreateContext();
  95. ImGuiIO& io = ImGui::GetIO(); (void)io;
  96. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  97. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  98. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  99. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  100. //io.ConfigViewportsNoAutoMerge = true;
  101. //io.ConfigViewportsNoTaskBarIcon = true;
  102. // Setup Dear ImGui style
  103. ImGui::StyleColorsDark();
  104. //ImGui::StyleColorsClassic();
  105. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  106. ImGuiStyle& style = ImGui::GetStyle();
  107. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  108. {
  109. style.WindowRounding = 0.0f;
  110. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  111. }
  112. // Setup Platform/Renderer bindings
  113. ImGui_ImplGlfw_InitForOpenGL(window, true);
  114. ImGui_ImplOpenGL3_Init(glsl_version);
  115. // Load Fonts
  116. // - 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.
  117. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  118. // - 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).
  119. // - 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.
  120. // - Read 'docs/FONTS.txt' for more instructions and details.
  121. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  122. //io.Fonts->AddFontDefault();
  123. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  124. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  125. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  126. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  127. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  128. //IM_ASSERT(font != NULL);
  129. // Our state
  130. bool show_demo_window = true;
  131. bool show_another_window = false;
  132. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  133. // Main loop
  134. while (!glfwWindowShouldClose(window))
  135. {
  136. // Poll and handle events (inputs, window resize, etc.)
  137. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  138. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  139. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  140. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  141. glfwPollEvents();
  142. // Start the Dear ImGui frame
  143. ImGui_ImplOpenGL3_NewFrame();
  144. ImGui_ImplGlfw_NewFrame();
  145. ImGui::NewFrame();
  146. // 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!).
  147. if (show_demo_window)
  148. ImGui::ShowDemoWindow(&show_demo_window);
  149. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  150. {
  151. static float f = 0.0f;
  152. static int counter = 0;
  153. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  154. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  155. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  156. ImGui::Checkbox("Another Window", &show_another_window);
  157. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  158. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  159. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  160. counter++;
  161. ImGui::SameLine();
  162. ImGui::Text("counter = %d", counter);
  163. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  164. ImGui::End();
  165. }
  166. // 3. Show another simple window.
  167. if (show_another_window)
  168. {
  169. 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)
  170. ImGui::Text("Hello from another window!");
  171. if (ImGui::Button("Close Me"))
  172. show_another_window = false;
  173. ImGui::End();
  174. }
  175. // Rendering
  176. ImGui::Render();
  177. int display_w, display_h;
  178. glfwGetFramebufferSize(window, &display_w, &display_h);
  179. glViewport(0, 0, display_w, display_h);
  180. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  181. glClear(GL_COLOR_BUFFER_BIT);
  182. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  183. // Update and Render additional Platform Windows
  184. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  185. // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
  186. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  187. {
  188. GLFWwindow* backup_current_context = glfwGetCurrentContext();
  189. ImGui::UpdatePlatformWindows();
  190. ImGui::RenderPlatformWindowsDefault();
  191. glfwMakeContextCurrent(backup_current_context);
  192. }
  193. glfwSwapBuffers(window);
  194. }
  195. // Cleanup
  196. ImGui_ImplOpenGL3_Shutdown();
  197. ImGui_ImplGlfw_Shutdown();
  198. ImGui::DestroyContext();
  199. glfwDestroyWindow(window);
  200. glfwTerminate();
  201. return 0;
  202. }