main.cpp 12 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 using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
  26. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
  27. {
  28. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  29. return -1;
  30. }
  31. // Decide GL+GLSL versions
  32. #if defined(IMGUI_IMPL_OPENGL_ES2)
  33. // GL ES 2.0 + GLSL 100 (WebGL 1.0)
  34. const char* glsl_version = "#version 100";
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  36. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  38. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  39. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  40. // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
  41. const char* glsl_version = "#version 300 es";
  42. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  43. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  45. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  46. #elif defined(__APPLE__)
  47. // GL 3.2 Core + GLSL 150
  48. const char* glsl_version = "#version 150";
  49. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  50. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  51. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  52. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  53. #else
  54. // GL 3.0 + GLSL 130
  55. const char* glsl_version = "#version 130";
  56. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  57. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  58. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  59. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  60. #endif
  61. // Create window with graphics context
  62. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  63. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  64. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  65. float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
  66. SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
  67. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
  68. if (window == nullptr)
  69. {
  70. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  71. return -1;
  72. }
  73. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  74. if (gl_context == nullptr)
  75. {
  76. printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
  77. return -1;
  78. }
  79. SDL_GL_MakeCurrent(window, gl_context);
  80. SDL_GL_SetSwapInterval(1); // Enable vsync
  81. SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
  82. SDL_ShowWindow(window);
  83. // Setup Dear ImGui context
  84. IMGUI_CHECKVERSION();
  85. ImGui::CreateContext();
  86. ImGuiIO& io = ImGui::GetIO(); (void)io;
  87. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  88. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  89. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  90. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  91. //io.ConfigViewportsNoAutoMerge = true;
  92. //io.ConfigViewportsNoTaskBarIcon = true;
  93. // Setup Dear ImGui style
  94. ImGui::StyleColorsDark();
  95. //ImGui::StyleColorsLight();
  96. // Setup scaling
  97. ImGuiStyle& style = ImGui::GetStyle();
  98. style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
  99. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  100. io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
  101. io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
  102. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  103. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  104. {
  105. style.WindowRounding = 0.0f;
  106. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  107. }
  108. // Setup Platform/Renderer backends
  109. ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
  110. ImGui_ImplOpenGL3_Init(glsl_version);
  111. // Load Fonts
  112. // - 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.
  113. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  114. // - 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).
  115. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  116. // - Read 'docs/FONTS.md' for more instructions and details.
  117. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  118. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  119. //style.FontSizeBase = 20.0f;
  120. //io.Fonts->AddFontDefault();
  121. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  122. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  123. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  124. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  125. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  126. //IM_ASSERT(font != nullptr);
  127. // Our state
  128. bool show_demo_window = true;
  129. bool show_another_window = false;
  130. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  131. // Main loop
  132. bool done = false;
  133. #ifdef __EMSCRIPTEN__
  134. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  135. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  136. io.IniFilename = nullptr;
  137. EMSCRIPTEN_MAINLOOP_BEGIN
  138. #else
  139. while (!done)
  140. #endif
  141. {
  142. // Poll and handle events (inputs, window resize, etc.)
  143. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  144. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  145. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  146. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  147. // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
  148. SDL_Event event;
  149. while (SDL_PollEvent(&event))
  150. {
  151. ImGui_ImplSDL3_ProcessEvent(&event);
  152. if (event.type == SDL_EVENT_QUIT)
  153. done = true;
  154. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  155. done = true;
  156. }
  157. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
  158. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  159. {
  160. SDL_Delay(10);
  161. continue;
  162. }
  163. // Start the Dear ImGui frame
  164. ImGui_ImplOpenGL3_NewFrame();
  165. ImGui_ImplSDL3_NewFrame();
  166. ImGui::NewFrame();
  167. // 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!).
  168. if (show_demo_window)
  169. ImGui::ShowDemoWindow(&show_demo_window);
  170. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  171. {
  172. static float f = 0.0f;
  173. static int counter = 0;
  174. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  175. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  176. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  177. ImGui::Checkbox("Another Window", &show_another_window);
  178. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  179. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  180. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  181. counter++;
  182. ImGui::SameLine();
  183. ImGui::Text("counter = %d", counter);
  184. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  185. ImGui::End();
  186. }
  187. // 3. Show another simple window.
  188. if (show_another_window)
  189. {
  190. 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)
  191. ImGui::Text("Hello from another window!");
  192. if (ImGui::Button("Close Me"))
  193. show_another_window = false;
  194. ImGui::End();
  195. }
  196. // Rendering
  197. ImGui::Render();
  198. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  199. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  200. glClear(GL_COLOR_BUFFER_BIT);
  201. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  202. // Update and Render additional Platform Windows
  203. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  204. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  205. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  206. {
  207. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  208. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  209. ImGui::UpdatePlatformWindows();
  210. ImGui::RenderPlatformWindowsDefault();
  211. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  212. }
  213. SDL_GL_SwapWindow(window);
  214. }
  215. #ifdef __EMSCRIPTEN__
  216. EMSCRIPTEN_MAINLOOP_END;
  217. #endif
  218. // Cleanup
  219. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
  220. ImGui_ImplOpenGL3_Shutdown();
  221. ImGui_ImplSDL3_Shutdown();
  222. ImGui::DestroyContext();
  223. SDL_GL_DestroyContext(gl_context);
  224. SDL_DestroyWindow(window);
  225. SDL_Quit();
  226. return 0;
  227. }