main.cpp 6.9 KB

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  1. // ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
  2. // If you are new to 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 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 opengl3_example/ 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. #include <GLFW/glfw3.h>
  12. static void glfw_error_callback(int error, const char* description)
  13. {
  14. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  15. }
  16. int main(int, char**)
  17. {
  18. // Setup window
  19. glfwSetErrorCallback(glfw_error_callback);
  20. if (!glfwInit())
  21. return 1;
  22. GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL2 example", NULL, NULL);
  23. glfwMakeContextCurrent(window);
  24. glfwSwapInterval(1); // Enable vsync
  25. // Setup Dear ImGui binding
  26. IMGUI_CHECKVERSION();
  27. ImGui::CreateContext();
  28. ImGuiIO& io = ImGui::GetIO(); (void)io;
  29. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
  30. io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  31. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  32. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  33. ImGui_ImplGlfw_InitForOpenGL(window, true);
  34. ImGui_ImplOpenGL2_Init();
  35. // Setup style
  36. ImGui::StyleColorsDark();
  37. //ImGui::StyleColorsClassic();
  38. // Load Fonts
  39. // - 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.
  40. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  41. // - 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).
  42. // - 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.
  43. // - Read 'misc/fonts/README.txt' for more instructions and details.
  44. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  45. //io.Fonts->AddFontDefault();
  46. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  47. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  48. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  49. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  50. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  51. //IM_ASSERT(font != NULL);
  52. bool show_demo_window = true;
  53. bool show_another_window = false;
  54. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  55. // Main loop
  56. while (!glfwWindowShouldClose(window))
  57. {
  58. // Poll and handle events (inputs, window resize, etc.)
  59. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  60. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  61. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  62. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  63. glfwPollEvents();
  64. // Start the ImGui frame
  65. ImGui_ImplOpenGL2_NewFrame();
  66. ImGui_ImplGlfw_NewFrame();
  67. ImGui::NewFrame();
  68. // 1. Show a simple window.
  69. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  70. {
  71. static float f = 0.0f;
  72. static int counter = 0;
  73. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  74. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  75. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  76. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  77. ImGui::Checkbox("Another Window", &show_another_window);
  78. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  79. counter++;
  80. ImGui::SameLine();
  81. ImGui::Text("counter = %d", counter);
  82. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  83. }
  84. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  85. if (show_another_window)
  86. {
  87. ImGui::Begin("Another Window", &show_another_window);
  88. ImGui::Text("Hello from another window!");
  89. if (ImGui::Button("Close Me"))
  90. show_another_window = false;
  91. ImGui::End();
  92. }
  93. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  94. if (show_demo_window)
  95. {
  96. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  97. ImGui::ShowDemoWindow(&show_demo_window);
  98. }
  99. // Rendering
  100. ImGui::Render();
  101. int display_w, display_h;
  102. glfwGetFramebufferSize(window, &display_w, &display_h);
  103. glViewport(0, 0, display_w, display_h);
  104. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  105. glClear(GL_COLOR_BUFFER_BIT);
  106. //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.
  107. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  108. // Update and Render additional Platform Windows
  109. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  110. {
  111. ImGui::UpdatePlatformWindows();
  112. ImGui::RenderPlatformWindowsDefault();
  113. }
  114. glfwMakeContextCurrent(window);
  115. glfwSwapBuffers(window);
  116. }
  117. // Cleanup
  118. ImGui_ImplOpenGL2_Shutdown();
  119. ImGui_ImplGlfw_Shutdown();
  120. ImGui::DestroyContext();
  121. glfwDestroyWindow(window);
  122. glfwTerminate();
  123. return 0;
  124. }