main.cpp 7.4 KB

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