main.cpp 8.8 KB

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  1. // Dear ImGui: standalone example application for SDL3 + SDL_Renderer
  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. // Important to understand: SDL_Renderer is an _optional_ component of SDL3.
  9. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  10. #include "imgui.h"
  11. #include "imgui_impl_sdl3.h"
  12. #include "imgui_impl_sdlrenderer3.h"
  13. #include <stdio.h>
  14. #include <SDL3/SDL.h>
  15. #if defined(IMGUI_IMPL_OPENGL_ES2)
  16. #include <SDL3/SDL_opengles2.h>
  17. #else
  18. #include <SDL3/SDL_opengl.h>
  19. #endif
  20. // Main code
  21. int main(int, char**)
  22. {
  23. // Setup SDL
  24. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
  25. {
  26. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  27. return -1;
  28. }
  29. // Create window with SDL_Renderer graphics context
  30. Uint32 window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
  31. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
  32. if (window == nullptr)
  33. {
  34. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  35. return -1;
  36. }
  37. for (int n = 0; n < SDL_GetNumRenderDrivers(); n++)
  38. printf("- render driver %d: %s\n", n, SDL_GetRenderDriver(n));
  39. SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
  40. SDL_SetRenderVSync(renderer, 1);
  41. if (renderer == nullptr)
  42. {
  43. SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
  44. return -1;
  45. }
  46. SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
  47. SDL_ShowWindow(window);
  48. // Setup Dear ImGui context
  49. IMGUI_CHECKVERSION();
  50. ImGui::CreateContext();
  51. ImGuiIO& io = ImGui::GetIO(); (void)io;
  52. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  53. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  54. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  55. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  56. // Setup Dear ImGui style
  57. ImGui::StyleColorsDark();
  58. //ImGui::StyleColorsLight();
  59. // Setup Platform/Renderer backends
  60. ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
  61. ImGui_ImplSDLRenderer3_Init(renderer);
  62. // Load Fonts
  63. // - 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.
  64. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  65. // - 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).
  66. // - 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.
  67. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  68. // - Read 'docs/FONTS.md' for more instructions and details.
  69. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  70. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  71. //io.Fonts->AddFontDefault();
  72. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  73. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  74. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  75. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  76. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  77. //IM_ASSERT(font != nullptr);
  78. // Our state
  79. bool show_demo_window = true;
  80. bool show_another_window = false;
  81. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  82. // Main loop
  83. bool done = false;
  84. #ifdef __EMSCRIPTEN__
  85. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  86. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  87. io.IniFilename = nullptr;
  88. EMSCRIPTEN_MAINLOOP_BEGIN
  89. #else
  90. while (!done)
  91. #endif
  92. {
  93. // Poll and handle events (inputs, window resize, etc.)
  94. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  95. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  96. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  97. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  98. SDL_Event event;
  99. while (SDL_PollEvent(&event))
  100. {
  101. ImGui_ImplSDL3_ProcessEvent(&event);
  102. if (event.type == SDL_EVENT_QUIT)
  103. done = true;
  104. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  105. done = true;
  106. }
  107. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  108. {
  109. SDL_Delay(10);
  110. continue;
  111. }
  112. // Start the Dear ImGui frame
  113. ImGui_ImplSDLRenderer3_NewFrame();
  114. ImGui_ImplSDL3_NewFrame();
  115. ImGui::NewFrame();
  116. // 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!).
  117. if (show_demo_window)
  118. ImGui::ShowDemoWindow(&show_demo_window);
  119. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  120. {
  121. static float f = 0.0f;
  122. static int counter = 0;
  123. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  124. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  125. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  126. ImGui::Checkbox("Another Window", &show_another_window);
  127. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  128. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  129. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  130. counter++;
  131. ImGui::SameLine();
  132. ImGui::Text("counter = %d", counter);
  133. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  134. ImGui::End();
  135. }
  136. // 3. Show another simple window.
  137. if (show_another_window)
  138. {
  139. 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)
  140. ImGui::Text("Hello from another window!");
  141. if (ImGui::Button("Close Me"))
  142. show_another_window = false;
  143. ImGui::End();
  144. }
  145. // Rendering
  146. ImGui::Render();
  147. //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
  148. SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  149. SDL_RenderClear(renderer);
  150. ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
  151. // Update and Render additional Platform Windows
  152. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  153. {
  154. ImGui::UpdatePlatformWindows();
  155. ImGui::RenderPlatformWindowsDefault();
  156. }
  157. SDL_RenderPresent(renderer);
  158. }
  159. #ifdef __EMSCRIPTEN__
  160. EMSCRIPTEN_MAINLOOP_END;
  161. #endif
  162. // Cleanup
  163. ImGui_ImplSDLRenderer3_Shutdown();
  164. ImGui_ImplSDL3_Shutdown();
  165. ImGui::DestroyContext();
  166. SDL_DestroyRenderer(renderer);
  167. SDL_DestroyWindow(window);
  168. SDL_Quit();
  169. return 0;
  170. }