main.cpp 9.3 KB

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  1. // Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
  2. // (GLFW 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_glfw.h"
  10. #include "imgui_impl_opengl3.h"
  11. #include <stdio.h>
  12. #define GL_SILENCE_DEPRECATION
  13. #if defined(IMGUI_IMPL_OPENGL_ES2)
  14. #include <GLES2/gl2.h>
  15. #endif
  16. #include <GLFW/glfw3.h> // Will drag system OpenGL headers
  17. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  18. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  19. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
  20. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  21. #pragma comment(lib, "legacy_stdio_definitions")
  22. #endif
  23. // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
  24. #ifdef __EMSCRIPTEN__
  25. #include <emscripten.h>
  26. #include <emscripten/html5.h>
  27. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  28. #endif
  29. const char* canvas_selector = "#canvas";
  30. static void glfw_error_callback(int error, const char* description)
  31. {
  32. fprintf(stderr, "GLFW Error %d: %s\n", error, description);
  33. }
  34. // Main code
  35. int main(int, char**)
  36. {
  37. glfwSetErrorCallback(glfw_error_callback);
  38. if (!glfwInit())
  39. return 1;
  40. // Decide GL+GLSL versions
  41. #if defined(IMGUI_IMPL_OPENGL_ES2)
  42. // GL ES 2.0 + GLSL 100
  43. const char* glsl_version = "#version 100";
  44. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
  45. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  46. glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
  47. #elif defined(__APPLE__)
  48. // GL 3.2 + GLSL 150
  49. const char* glsl_version = "#version 150";
  50. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  51. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  52. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  53. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  54. #else
  55. // GL 3.0 + GLSL 130
  56. const char* glsl_version = "#version 130";
  57. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  58. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  59. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  60. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  61. #endif
  62. // Create window with graphics context
  63. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
  64. if (window == nullptr)
  65. return 1;
  66. glfwMakeContextCurrent(window);
  67. glfwSwapInterval(1); // Enable vsync
  68. // Setup Dear ImGui context
  69. IMGUI_CHECKVERSION();
  70. ImGui::CreateContext();
  71. ImGuiIO& io = ImGui::GetIO(); (void)io;
  72. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  73. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  74. // Setup Dear ImGui style
  75. ImGui::StyleColorsDark();
  76. //ImGui::StyleColorsLight();
  77. // Setup Platform/Renderer backends
  78. ImGui_ImplGlfw_InitForOpenGL(window, true);
  79. #ifdef __EMSCRIPTEN__
  80. ImGui_ImplGlfw_SetEmscriptenCanvasSelector(canvas_selector);
  81. #endif
  82. ImGui_ImplOpenGL3_Init(glsl_version);
  83. // Load Fonts
  84. // - 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.
  85. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  86. // - 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).
  87. // - 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.
  88. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  89. // - Read 'docs/FONTS.md' for more instructions and details.
  90. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  91. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  92. //io.Fonts->AddFontDefault();
  93. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  94. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  95. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  96. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  97. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  98. //IM_ASSERT(font != nullptr);
  99. // Our state
  100. bool show_demo_window = true;
  101. bool show_another_window = false;
  102. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  103. // Main loop
  104. #ifdef __EMSCRIPTEN__
  105. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  106. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  107. io.IniFilename = nullptr;
  108. EMSCRIPTEN_MAINLOOP_BEGIN
  109. #else
  110. while (!glfwWindowShouldClose(window))
  111. #endif
  112. {
  113. // Poll and handle events (inputs, window resize, etc.)
  114. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  115. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  116. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  117. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  118. glfwPollEvents();
  119. // Start the Dear ImGui frame
  120. ImGui_ImplOpenGL3_NewFrame();
  121. ImGui_ImplGlfw_NewFrame();
  122. ImGui::NewFrame();
  123. // 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!).
  124. if (show_demo_window)
  125. ImGui::ShowDemoWindow(&show_demo_window);
  126. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  127. {
  128. static float f = 0.0f;
  129. static int counter = 0;
  130. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  131. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  132. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  133. ImGui::Checkbox("Another Window", &show_another_window);
  134. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  135. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  136. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  137. counter++;
  138. ImGui::SameLine();
  139. ImGui::Text("counter = %d", counter);
  140. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  141. ImGui::End();
  142. }
  143. // 3. Show another simple window.
  144. if (show_another_window)
  145. {
  146. 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)
  147. ImGui::Text("Hello from another window!");
  148. if (ImGui::Button("Close Me"))
  149. show_another_window = false;
  150. ImGui::End();
  151. }
  152. // Rendering
  153. ImGui::Render();
  154. int display_w, display_h;
  155. glfwGetFramebufferSize(window, &display_w, &display_h);
  156. glViewport(0, 0, display_w, display_h);
  157. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  158. glClear(GL_COLOR_BUFFER_BIT);
  159. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  160. glfwSwapBuffers(window);
  161. }
  162. #ifdef __EMSCRIPTEN__
  163. EMSCRIPTEN_MAINLOOP_END;
  164. #endif
  165. // Cleanup
  166. ImGui_ImplOpenGL3_Shutdown();
  167. ImGui_ImplGlfw_Shutdown();
  168. ImGui::DestroyContext();
  169. glfwDestroyWindow(window);
  170. glfwTerminate();
  171. return 0;
  172. }