main.cpp 8.6 KB

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  1. // ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. #include "imgui.h"
  5. #include "imgui_impl_glfw.h"
  6. #include "imgui_impl_opengl3.h"
  7. #include <stdio.h>
  8. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
  9. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
  10. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  11. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  12. #include <GL/gl3w.h> // Initialize with gl3wInit()
  13. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  14. #include <GL/glew.h> // Initialize with glewInit()
  15. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  16. #include <glad/glad.h> // Initialize with gladLoadGL()
  17. #else
  18. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  19. #endif
  20. #include <GLFW/glfw3.h> // Include glfw3.h after our OpenGL definitions
  21. static void glfw_error_callback(int error, const char* description)
  22. {
  23. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  24. }
  25. int main(int, char**)
  26. {
  27. // Setup window
  28. glfwSetErrorCallback(glfw_error_callback);
  29. if (!glfwInit())
  30. return 1;
  31. // Decide GL+GLSL versions
  32. #if __APPLE__
  33. // GL 3.2 + GLSL 150
  34. const char* glsl_version = "#version 150";
  35. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  36. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  37. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  38. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  39. #else
  40. // GL 3.0 + GLSL 130
  41. const char* glsl_version = "#version 130";
  42. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  43. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  44. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  45. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  46. #endif
  47. // Create window with graphics context
  48. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
  49. if (window == NULL)
  50. return 1;
  51. glfwMakeContextCurrent(window);
  52. glfwSwapInterval(1); // Enable vsync
  53. // Initialize OpenGL loader
  54. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  55. bool err = gl3wInit() != 0;
  56. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  57. bool err = glewInit() != GLEW_OK;
  58. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  59. bool err = gladLoadGL() != 0;
  60. #endif
  61. if (err)
  62. {
  63. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  64. return 1;
  65. }
  66. // Setup Dear ImGui binding
  67. IMGUI_CHECKVERSION();
  68. ImGui::CreateContext();
  69. ImGuiIO& io = ImGui::GetIO(); (void)io;
  70. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
  71. io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  72. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  73. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  74. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  75. ImGui_ImplGlfw_InitForOpenGL(window, true);
  76. ImGui_ImplOpenGL3_Init(glsl_version);
  77. // Setup style
  78. ImGui::GetStyle().WindowRounding = 0.0f;
  79. ImGui::StyleColorsDark();
  80. //ImGui::StyleColorsClassic();
  81. // Load Fonts
  82. // - 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.
  83. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  84. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  85. // - 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.
  86. // - Read 'misc/fonts/README.txt' for more instructions and details.
  87. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  88. //io.Fonts->AddFontDefault();
  89. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  90. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  91. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  92. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  93. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  94. //IM_ASSERT(font != NULL);
  95. bool show_demo_window = true;
  96. bool show_another_window = false;
  97. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  98. // Main loop
  99. while (!glfwWindowShouldClose(window))
  100. {
  101. // Poll and handle events (inputs, window resize, etc.)
  102. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  103. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  104. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  105. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  106. glfwPollEvents();
  107. // Start the Dear ImGui frame
  108. ImGui_ImplOpenGL3_NewFrame();
  109. ImGui_ImplGlfw_NewFrame();
  110. ImGui::NewFrame();
  111. // 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!).
  112. if (show_demo_window)
  113. ImGui::ShowDemoWindow(&show_demo_window);
  114. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  115. {
  116. static float f = 0.0f;
  117. static int counter = 0;
  118. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  119. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  120. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  121. ImGui::Checkbox("Another Window", &show_another_window);
  122. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  123. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  124. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  125. counter++;
  126. ImGui::SameLine();
  127. ImGui::Text("counter = %d", counter);
  128. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  129. ImGui::End();
  130. }
  131. // 3. Show another simple window.
  132. if (show_another_window)
  133. {
  134. 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)
  135. ImGui::Text("Hello from another window!");
  136. if (ImGui::Button("Close Me"))
  137. show_another_window = false;
  138. ImGui::End();
  139. }
  140. // Rendering
  141. ImGui::Render();
  142. int display_w, display_h;
  143. glfwMakeContextCurrent(window);
  144. glfwGetFramebufferSize(window, &display_w, &display_h);
  145. glViewport(0, 0, display_w, display_h);
  146. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  147. glClear(GL_COLOR_BUFFER_BIT);
  148. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  149. // Update and Render additional Platform Windows
  150. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  151. {
  152. ImGui::UpdatePlatformWindows();
  153. ImGui::RenderPlatformWindowsDefault();
  154. }
  155. glfwMakeContextCurrent(window);
  156. glfwSwapBuffers(window);
  157. }
  158. // Cleanup
  159. ImGui_ImplOpenGL3_Shutdown();
  160. ImGui_ImplGlfw_Shutdown();
  161. ImGui::DestroyContext();
  162. glfwDestroyWindow(window);
  163. glfwTerminate();
  164. return 0;
  165. }