main.cpp 11 KB

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  1. // Dear ImGui: standalone example application for SDL3 + OpenGL
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl3.h"
  10. #include "imgui_impl_opengl3.h"
  11. #include <stdio.h>
  12. #include <SDL3/SDL.h>
  13. #if defined(IMGUI_IMPL_OPENGL_ES2)
  14. #include <SDL3/SDL_opengles2.h>
  15. #else
  16. #include <SDL3/SDL_opengl.h>
  17. #endif
  18. #ifdef __EMSCRIPTEN__
  19. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  20. #endif
  21. // Main code
  22. int main(int, char**)
  23. {
  24. // Setup SDL
  25. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
  26. {
  27. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  28. return -1;
  29. }
  30. // Decide GL+GLSL versions
  31. #if defined(IMGUI_IMPL_OPENGL_ES2)
  32. // GL ES 2.0 + GLSL 100 (WebGL 1.0)
  33. const char* glsl_version = "#version 100";
  34. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  36. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  38. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  39. // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
  40. const char* glsl_version = "#version 300 es";
  41. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  42. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  43. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  45. #elif defined(__APPLE__)
  46. // GL 3.2 Core + GLSL 150
  47. const char* glsl_version = "#version 150";
  48. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  49. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  50. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  51. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  52. #else
  53. // GL 3.0 + GLSL 130
  54. const char* glsl_version = "#version 130";
  55. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  56. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  57. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  58. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  59. #endif
  60. // Create window with graphics context
  61. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  62. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  63. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  64. Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
  65. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", 1280, 720, window_flags);
  66. if (window == nullptr)
  67. {
  68. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  69. return -1;
  70. }
  71. SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
  72. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  73. if (gl_context == nullptr)
  74. {
  75. printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
  76. return -1;
  77. }
  78. SDL_GL_MakeCurrent(window, gl_context);
  79. SDL_GL_SetSwapInterval(1); // Enable vsync
  80. SDL_ShowWindow(window);
  81. // Setup Dear ImGui context
  82. IMGUI_CHECKVERSION();
  83. ImGui::CreateContext();
  84. ImGuiIO& io = ImGui::GetIO(); (void)io;
  85. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  86. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  87. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  88. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  89. //io.ConfigViewportsNoAutoMerge = true;
  90. //io.ConfigViewportsNoTaskBarIcon = true;
  91. // Setup Dear ImGui style
  92. ImGui::StyleColorsDark();
  93. //ImGui::StyleColorsLight();
  94. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  95. ImGuiStyle& style = ImGui::GetStyle();
  96. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  97. {
  98. style.WindowRounding = 0.0f;
  99. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  100. }
  101. // Setup Platform/Renderer backends
  102. ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
  103. ImGui_ImplOpenGL3_Init(glsl_version);
  104. // Load Fonts
  105. // - 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.
  106. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  107. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  108. // - 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.
  109. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  110. // - Read 'docs/FONTS.md' for more instructions and details.
  111. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  112. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  113. //io.Fonts->AddFontDefault();
  114. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  115. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  116. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  117. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  118. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  119. //IM_ASSERT(font != nullptr);
  120. // Our state
  121. bool show_demo_window = true;
  122. bool show_another_window = false;
  123. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  124. // Main loop
  125. bool done = false;
  126. #ifdef __EMSCRIPTEN__
  127. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  128. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  129. io.IniFilename = nullptr;
  130. EMSCRIPTEN_MAINLOOP_BEGIN
  131. #else
  132. while (!done)
  133. #endif
  134. {
  135. // Poll and handle events (inputs, window resize, etc.)
  136. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  137. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  138. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  139. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  140. SDL_Event event;
  141. while (SDL_PollEvent(&event))
  142. {
  143. ImGui_ImplSDL3_ProcessEvent(&event);
  144. if (event.type == SDL_EVENT_QUIT)
  145. done = true;
  146. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  147. done = true;
  148. }
  149. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  150. {
  151. SDL_Delay(10);
  152. continue;
  153. }
  154. // Start the Dear ImGui frame
  155. ImGui_ImplOpenGL3_NewFrame();
  156. ImGui_ImplSDL3_NewFrame();
  157. ImGui::NewFrame();
  158. // 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!).
  159. if (show_demo_window)
  160. ImGui::ShowDemoWindow(&show_demo_window);
  161. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  162. {
  163. static float f = 0.0f;
  164. static int counter = 0;
  165. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  166. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  167. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  168. ImGui::Checkbox("Another Window", &show_another_window);
  169. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  170. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  171. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  172. counter++;
  173. ImGui::SameLine();
  174. ImGui::Text("counter = %d", counter);
  175. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  176. ImGui::End();
  177. }
  178. // 3. Show another simple window.
  179. if (show_another_window)
  180. {
  181. 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)
  182. ImGui::Text("Hello from another window!");
  183. if (ImGui::Button("Close Me"))
  184. show_another_window = false;
  185. ImGui::End();
  186. }
  187. // Rendering
  188. ImGui::Render();
  189. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  190. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  191. glClear(GL_COLOR_BUFFER_BIT);
  192. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  193. // Update and Render additional Platform Windows
  194. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  195. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  196. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  197. {
  198. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  199. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  200. ImGui::UpdatePlatformWindows();
  201. ImGui::RenderPlatformWindowsDefault();
  202. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  203. }
  204. SDL_GL_SwapWindow(window);
  205. }
  206. #ifdef __EMSCRIPTEN__
  207. EMSCRIPTEN_MAINLOOP_END;
  208. #endif
  209. // Cleanup
  210. ImGui_ImplOpenGL3_Shutdown();
  211. ImGui_ImplSDL3_Shutdown();
  212. ImGui::DestroyContext();
  213. SDL_GL_DestroyContext(gl_context);
  214. SDL_DestroyWindow(window);
  215. SDL_Quit();
  216. return 0;
  217. }