main.cpp 7.7 KB

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  1. // ImGui - standalone example application for SDL2 + OpenGL
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // (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.)
  5. #include "imgui.h"
  6. #include "imgui_impl_sdl2.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
  10. #include <SDL.h>
  11. int main(int, char**)
  12. {
  13. // Setup SDL
  14. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  15. {
  16. printf("Error: %s\n", SDL_GetError());
  17. return -1;
  18. }
  19. // Setup window
  20. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
  21. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  22. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  23. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  24. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  25. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  26. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  27. SDL_DisplayMode current;
  28. SDL_GetCurrentDisplayMode(0, &current);
  29. SDL_Window* window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
  30. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  31. SDL_GL_SetSwapInterval(1); // Enable vsync
  32. gl3wInit();
  33. // Setup Dear ImGui binding
  34. IMGUI_CHECKVERSION();
  35. ImGui::CreateContext();
  36. ImGuiIO& io = ImGui::GetIO(); (void)io;
  37. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
  38. io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  39. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  40. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  41. ImGui_ImplOpenGL3_Init();
  42. // Setup style
  43. ImGui::StyleColorsDark();
  44. //ImGui::StyleColorsClassic();
  45. // Load Fonts
  46. // - 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.
  47. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  48. // - 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).
  49. // - 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.
  50. // - Read 'misc/fonts/README.txt' for more instructions and details.
  51. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  52. //io.Fonts->AddFontDefault();
  53. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  54. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  55. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  56. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  57. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  58. //IM_ASSERT(font != NULL);
  59. bool show_demo_window = true;
  60. bool show_another_window = false;
  61. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  62. // Main loop
  63. bool done = false;
  64. while (!done)
  65. {
  66. // Poll and handle events (inputs, window resize, etc.)
  67. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  68. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  69. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  70. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  71. SDL_Event event;
  72. while (SDL_PollEvent(&event))
  73. {
  74. ImGui_ImplSDL2_ProcessEvent(&event);
  75. if (event.type == SDL_QUIT)
  76. done = true;
  77. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  78. done = true;
  79. }
  80. // Start the ImGui frame
  81. ImGui_ImplOpenGL3_NewFrame();
  82. ImGui_ImplSDL2_NewFrame(window);
  83. ImGui::NewFrame();
  84. // 1. Show a simple window.
  85. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  86. {
  87. static float f = 0.0f;
  88. static int counter = 0;
  89. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  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. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  93. ImGui::Checkbox("Another Window", &show_another_window);
  94. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  95. counter++;
  96. ImGui::SameLine();
  97. ImGui::Text("counter = %d", counter);
  98. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  99. }
  100. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  101. if (show_another_window)
  102. {
  103. ImGui::Begin("Another Window", &show_another_window);
  104. ImGui::Text("Hello from another window!");
  105. if (ImGui::Button("Close Me"))
  106. show_another_window = false;
  107. ImGui::End();
  108. }
  109. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  110. if (show_demo_window)
  111. {
  112. 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!
  113. ImGui::ShowDemoWindow(&show_demo_window);
  114. }
  115. // Rendering
  116. ImGui::Render();
  117. SDL_GL_MakeCurrent(window, gl_context);
  118. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  119. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  120. glClear(GL_COLOR_BUFFER_BIT);
  121. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  122. // Update and Render additional Platform Windows
  123. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  124. {
  125. ImGui::UpdatePlatformWindows();
  126. ImGui::RenderPlatformWindowsDefault();
  127. }
  128. SDL_GL_MakeCurrent(window, gl_context);
  129. SDL_GL_SwapWindow(window);
  130. }
  131. // Cleanup
  132. ImGui_ImplOpenGL3_Shutdown();
  133. ImGui_ImplSDL2_Shutdown();
  134. ImGui::DestroyContext();
  135. SDL_GL_DeleteContext(gl_context);
  136. SDL_DestroyWindow(window);
  137. SDL_Quit();
  138. return 0;
  139. }