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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. #include "imgui.h"
  6. #include "imgui_impl_glfw.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #if defined(IMGUI_IMPL_OPENGL_ES2)
  10. #include <GLES2/gl2.h>
  11. #endif
  12. #include <GLFW/glfw3.h> // Will drag system OpenGL headers
  13. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  14. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  15. // 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.
  16. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  17. #pragma comment(lib, "legacy_stdio_definitions")
  18. #endif
  19. static void glfw_error_callback(int error, const char* description)
  20. {
  21. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  22. }
  23. int main(int, char**)
  24. {
  25. // Setup window
  26. glfwSetErrorCallback(glfw_error_callback);
  27. if (!glfwInit())
  28. return 1;
  29. // Decide GL+GLSL versions
  30. #if defined(IMGUI_IMPL_OPENGL_ES2)
  31. // GL ES 2.0 + GLSL 100
  32. const char* glsl_version = "#version 100";
  33. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
  34. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  35. glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
  36. #elif defined(__APPLE__)
  37. // GL 3.2 + GLSL 150
  38. const char* glsl_version = "#version 150";
  39. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  40. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  41. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  42. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  43. #else
  44. // GL 3.0 + GLSL 130
  45. const char* glsl_version = "#version 130";
  46. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  47. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  48. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  49. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  50. #endif
  51. // Create window with graphics context
  52. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
  53. if (window == NULL)
  54. return 1;
  55. glfwMakeContextCurrent(window);
  56. glfwSwapInterval(1); // Enable vsync
  57. // Setup Dear ImGui context
  58. IMGUI_CHECKVERSION();
  59. ImGui::CreateContext();
  60. ImGuiIO& io = ImGui::GetIO(); (void)io;
  61. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  62. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  63. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  64. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  65. //io.ConfigViewportsNoAutoMerge = true;
  66. //io.ConfigViewportsNoTaskBarIcon = true;
  67. // Setup Dear ImGui style
  68. ImGui::StyleColorsDark();
  69. //ImGui::StyleColorsLight();
  70. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  71. ImGuiStyle& style = ImGui::GetStyle();
  72. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  73. {
  74. style.WindowRounding = 0.0f;
  75. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  76. }
  77. // Setup Platform/Renderer backends
  78. ImGui_ImplGlfw_InitForOpenGL(window, true);
  79. ImGui_ImplOpenGL3_Init(glsl_version);
  80. // Load Fonts
  81. // - 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.
  82. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  83. // - 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).
  84. // - 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.
  85. // - Read 'docs/FONTS.md' for more instructions and details.
  86. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  87. //io.Fonts->AddFontDefault();
  88. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  89. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  90. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  91. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  92. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  93. //IM_ASSERT(font != NULL);
  94. // Our state
  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, or clear/overwrite your copy of the mouse data.
  104. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  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 create 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. glfwGetFramebufferSize(window, &display_w, &display_h);
  144. glViewport(0, 0, display_w, display_h);
  145. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  146. glClear(GL_COLOR_BUFFER_BIT);
  147. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  148. // Update and Render additional Platform Windows
  149. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  150. // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
  151. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  152. {
  153. GLFWwindow* backup_current_context = glfwGetCurrentContext();
  154. ImGui::UpdatePlatformWindows();
  155. ImGui::RenderPlatformWindowsDefault();
  156. glfwMakeContextCurrent(backup_current_context);
  157. }
  158. glfwSwapBuffers(window);
  159. }
  160. // Cleanup
  161. ImGui_ImplOpenGL3_Shutdown();
  162. ImGui_ImplGlfw_Shutdown();
  163. ImGui::DestroyContext();
  164. glfwDestroyWindow(window);
  165. glfwTerminate();
  166. return 0;
  167. }