main.cpp 9.4 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. #ifdef __EMSCRIPTEN__
  16. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  17. #endif
  18. // Main code
  19. int main(int, char**)
  20. {
  21. // Setup SDL
  22. // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
  23. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
  24. {
  25. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  26. return -1;
  27. }
  28. // Create window with SDL_Renderer graphics context
  29. float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
  30. SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
  31. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
  32. if (window == nullptr)
  33. {
  34. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  35. return -1;
  36. }
  37. SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
  38. SDL_SetRenderVSync(renderer, 1);
  39. if (renderer == nullptr)
  40. {
  41. SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
  42. return -1;
  43. }
  44. SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
  45. SDL_ShowWindow(window);
  46. // Setup Dear ImGui context
  47. IMGUI_CHECKVERSION();
  48. ImGui::CreateContext();
  49. ImGuiIO& io = ImGui::GetIO(); (void)io;
  50. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  51. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  52. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  53. // Setup Dear ImGui style
  54. ImGui::StyleColorsDark();
  55. //ImGui::StyleColorsLight();
  56. // Setup scaling
  57. ImGuiStyle& style = ImGui::GetStyle();
  58. 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)
  59. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  60. //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.
  61. //io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
  62. // Setup Platform/Renderer backends
  63. ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
  64. ImGui_ImplSDLRenderer3_Init(renderer);
  65. // Load Fonts
  66. // - 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.
  67. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  68. // - 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).
  69. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  70. // - Read 'docs/FONTS.md' for more instructions and details.
  71. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  72. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  73. //style.FontSizeBase = 20.0f;
  74. //io.Fonts->AddFontDefault();
  75. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  76. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  77. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  78. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  79. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  80. //IM_ASSERT(font != nullptr);
  81. // Our state
  82. bool show_demo_window = true;
  83. bool show_another_window = false;
  84. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  85. // Main loop
  86. bool done = false;
  87. #ifdef __EMSCRIPTEN__
  88. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  89. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  90. io.IniFilename = nullptr;
  91. EMSCRIPTEN_MAINLOOP_BEGIN
  92. #else
  93. while (!done)
  94. #endif
  95. {
  96. // Poll and handle events (inputs, window resize, etc.)
  97. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  98. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  99. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  100. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  101. // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
  102. SDL_Event event;
  103. while (SDL_PollEvent(&event))
  104. {
  105. ImGui_ImplSDL3_ProcessEvent(&event);
  106. if (event.type == SDL_EVENT_QUIT)
  107. done = true;
  108. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  109. done = true;
  110. }
  111. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
  112. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  113. {
  114. SDL_Delay(10);
  115. continue;
  116. }
  117. // Start the Dear ImGui frame
  118. ImGui_ImplSDLRenderer3_NewFrame();
  119. ImGui_ImplSDL3_NewFrame();
  120. ImGui::NewFrame();
  121. // 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!).
  122. if (show_demo_window)
  123. ImGui::ShowDemoWindow(&show_demo_window);
  124. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  125. {
  126. static float f = 0.0f;
  127. static int counter = 0;
  128. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  129. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  130. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  131. ImGui::Checkbox("Another Window", &show_another_window);
  132. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  133. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  134. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  135. counter++;
  136. ImGui::SameLine();
  137. ImGui::Text("counter = %d", counter);
  138. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  139. ImGui::End();
  140. }
  141. // 3. Show another simple window.
  142. if (show_another_window)
  143. {
  144. 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)
  145. ImGui::Text("Hello from another window!");
  146. if (ImGui::Button("Close Me"))
  147. show_another_window = false;
  148. ImGui::End();
  149. }
  150. // Rendering
  151. ImGui::Render();
  152. SDL_SetRenderScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
  153. SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  154. SDL_RenderClear(renderer);
  155. ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
  156. SDL_RenderPresent(renderer);
  157. }
  158. #ifdef __EMSCRIPTEN__
  159. EMSCRIPTEN_MAINLOOP_END;
  160. #endif
  161. // Cleanup
  162. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
  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. }