main.cpp 9.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197
  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 "../libs/emscripten/emscripten_mainloop_stub.h"
  26. #endif
  27. static void glfw_error_callback(int error, const char* description)
  28. {
  29. fprintf(stderr, "GLFW Error %d: %s\n", error, description);
  30. }
  31. // Main code
  32. int main(int, char**)
  33. {
  34. glfwSetErrorCallback(glfw_error_callback);
  35. if (!glfwInit())
  36. return 1;
  37. // Decide GL+GLSL versions
  38. #if defined(IMGUI_IMPL_OPENGL_ES2)
  39. // GL ES 2.0 + GLSL 100
  40. const char* glsl_version = "#version 100";
  41. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
  42. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  43. glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
  44. #elif defined(__APPLE__)
  45. // GL 3.2 + GLSL 150
  46. const char* glsl_version = "#version 150";
  47. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  48. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  49. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  50. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  51. #else
  52. // GL 3.0 + GLSL 130
  53. const char* glsl_version = "#version 130";
  54. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  55. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  56. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  57. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  58. #endif
  59. // Create window with graphics context
  60. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
  61. if (window == nullptr)
  62. return 1;
  63. glfwMakeContextCurrent(window);
  64. glfwSwapInterval(1); // Enable vsync
  65. // Setup Dear ImGui context
  66. IMGUI_CHECKVERSION();
  67. ImGui::CreateContext();
  68. ImGuiIO& io = ImGui::GetIO(); (void)io;
  69. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  70. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  71. // Setup Dear ImGui style
  72. ImGui::StyleColorsDark();
  73. //ImGui::StyleColorsLight();
  74. // Setup Platform/Renderer backends
  75. ImGui_ImplGlfw_InitForOpenGL(window, true);
  76. #ifdef __EMSCRIPTEN__
  77. ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
  78. #endif
  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 a nullptr. 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. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  86. // - Read 'docs/FONTS.md' 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. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  89. //io.Fonts->AddFontDefault();
  90. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  91. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  92. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  93. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  94. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  95. //IM_ASSERT(font != nullptr);
  96. // Our state
  97. bool show_demo_window = true;
  98. bool show_another_window = false;
  99. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  100. // Main loop
  101. #ifdef __EMSCRIPTEN__
  102. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  103. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  104. io.IniFilename = nullptr;
  105. EMSCRIPTEN_MAINLOOP_BEGIN
  106. #else
  107. while (!glfwWindowShouldClose(window))
  108. #endif
  109. {
  110. // Poll and handle events (inputs, window resize, etc.)
  111. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  112. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  113. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  114. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  115. glfwPollEvents();
  116. // Start the Dear ImGui frame
  117. ImGui_ImplOpenGL3_NewFrame();
  118. ImGui_ImplGlfw_NewFrame();
  119. ImGui::NewFrame();
  120. // 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!).
  121. if (show_demo_window)
  122. ImGui::ShowDemoWindow(&show_demo_window);
  123. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  124. {
  125. static float f = 0.0f;
  126. static int counter = 0;
  127. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  128. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  129. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  130. ImGui::Checkbox("Another Window", &show_another_window);
  131. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  132. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  133. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  134. counter++;
  135. ImGui::SameLine();
  136. ImGui::Text("counter = %d", counter);
  137. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  138. ImGui::End();
  139. }
  140. // 3. Show another simple window.
  141. if (show_another_window)
  142. {
  143. 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)
  144. ImGui::Text("Hello from another window!");
  145. if (ImGui::Button("Close Me"))
  146. show_another_window = false;
  147. ImGui::End();
  148. }
  149. // Rendering
  150. ImGui::Render();
  151. int display_w, display_h;
  152. glfwGetFramebufferSize(window, &display_w, &display_h);
  153. glViewport(0, 0, display_w, display_h);
  154. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  155. glClear(GL_COLOR_BUFFER_BIT);
  156. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  157. glfwSwapBuffers(window);
  158. }
  159. #ifdef __EMSCRIPTEN__
  160. EMSCRIPTEN_MAINLOOP_END;
  161. #endif
  162. // Cleanup
  163. ImGui_ImplOpenGL3_Shutdown();
  164. ImGui_ImplGlfw_Shutdown();
  165. ImGui::DestroyContext();
  166. glfwDestroyWindow(window);
  167. glfwTerminate();
  168. return 0;
  169. }