main.cpp 10 KB

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  1. // dear imgui: standalone example application for SDL2 + OpenGL
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
  5. #include "imgui.h"
  6. #include "imgui_impl_sdl.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #include <SDL.h>
  10. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
  11. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
  12. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  13. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  14. #include <GL/gl3w.h> // Initialize with gl3wInit()
  15. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  16. #include <GL/glew.h> // Initialize with glewInit()
  17. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  18. #include <glad/glad.h> // Initialize with gladLoadGL()
  19. #else
  20. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  21. #endif
  22. int main(int, char**)
  23. {
  24. // Setup SDL
  25. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  26. {
  27. printf("Error: %s\n", SDL_GetError());
  28. return -1;
  29. }
  30. // Decide GL+GLSL versions
  31. #if __APPLE__
  32. // GL 3.2 Core + GLSL 150
  33. const char* glsl_version = "#version 150";
  34. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  36. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  38. #else
  39. // GL 3.0 + GLSL 130
  40. const char* glsl_version = "#version 130";
  41. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  42. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  43. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  45. #endif
  46. // Create window with graphics context
  47. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  48. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  49. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  50. SDL_DisplayMode current;
  51. SDL_GetCurrentDisplayMode(0, &current);
  52. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  53. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  54. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  55. SDL_GL_MakeCurrent(window, gl_context);
  56. SDL_GL_SetSwapInterval(1); // Enable vsync
  57. // Initialize OpenGL loader
  58. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  59. bool err = gl3wInit() != 0;
  60. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  61. bool err = glewInit() != GLEW_OK;
  62. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  63. bool err = gladLoadGL() == 0;
  64. #else
  65. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  66. #endif
  67. if (err)
  68. {
  69. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  70. return 1;
  71. }
  72. // Setup Dear ImGui context
  73. IMGUI_CHECKVERSION();
  74. ImGui::CreateContext();
  75. ImGuiIO& io = ImGui::GetIO(); (void)io;
  76. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  77. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  78. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  79. //io.ConfigViewportsNoAutoMerge = true;
  80. //io.ConfigViewportsNoTaskBarIcon = true;
  81. // Setup Dear ImGui style
  82. ImGui::StyleColorsDark();
  83. //ImGui::StyleColorsClassic();
  84. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  85. ImGuiStyle& style = ImGui::GetStyle();
  86. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  87. {
  88. style.WindowRounding = 0.0f;
  89. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  90. }
  91. // Setup Platform/Renderer bindings
  92. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  93. ImGui_ImplOpenGL3_Init(glsl_version);
  94. // Load Fonts
  95. // - 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.
  96. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  97. // - 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).
  98. // - 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.
  99. // - Read 'misc/fonts/README.txt' for more instructions and details.
  100. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  101. //io.Fonts->AddFontDefault();
  102. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  103. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  104. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  105. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  106. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  107. //IM_ASSERT(font != NULL);
  108. bool show_demo_window = true;
  109. bool show_another_window = false;
  110. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  111. // Main loop
  112. bool done = false;
  113. while (!done)
  114. {
  115. // Poll and handle events (inputs, window resize, etc.)
  116. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  117. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  118. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  119. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  120. SDL_Event event;
  121. while (SDL_PollEvent(&event))
  122. {
  123. ImGui_ImplSDL2_ProcessEvent(&event);
  124. if (event.type == SDL_QUIT)
  125. done = true;
  126. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  127. done = true;
  128. }
  129. // Start the Dear ImGui frame
  130. ImGui_ImplOpenGL3_NewFrame();
  131. ImGui_ImplSDL2_NewFrame(window);
  132. ImGui::NewFrame();
  133. // 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!).
  134. if (show_demo_window)
  135. ImGui::ShowDemoWindow(&show_demo_window);
  136. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  137. {
  138. static float f = 0.0f;
  139. static int counter = 0;
  140. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  141. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  142. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  143. ImGui::Checkbox("Another Window", &show_another_window);
  144. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  145. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  146. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  147. counter++;
  148. ImGui::SameLine();
  149. ImGui::Text("counter = %d", counter);
  150. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  151. ImGui::End();
  152. }
  153. // 3. Show another simple window.
  154. if (show_another_window)
  155. {
  156. 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)
  157. ImGui::Text("Hello from another window!");
  158. if (ImGui::Button("Close Me"))
  159. show_another_window = false;
  160. ImGui::End();
  161. }
  162. // Rendering
  163. ImGui::Render();
  164. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  165. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  166. glClear(GL_COLOR_BUFFER_BIT);
  167. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  168. // Update and Render additional Platform Windows
  169. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  170. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  171. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  172. {
  173. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  174. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  175. ImGui::UpdatePlatformWindows();
  176. ImGui::RenderPlatformWindowsDefault();
  177. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  178. }
  179. SDL_GL_SwapWindow(window);
  180. }
  181. // Cleanup
  182. ImGui_ImplOpenGL3_Shutdown();
  183. ImGui_ImplSDL2_Shutdown();
  184. ImGui::DestroyContext();
  185. SDL_GL_DeleteContext(gl_context);
  186. SDL_DestroyWindow(window);
  187. SDL_Quit();
  188. return 0;
  189. }