main.cpp 6.2 KB

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  1. // dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
  4. #include "imgui.h"
  5. #include "../imgui_impl_freeglut.h"
  6. #include "../imgui_impl_opengl2.h"
  7. #include <GL/freeglut.h>
  8. #ifdef _MSC_VER
  9. #pragma warning (disable: 4505) // unreferenced local function has been removed
  10. #endif
  11. static bool show_demo_window = true;
  12. static bool show_another_window = false;
  13. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  14. void my_display_code()
  15. {
  16. // 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!).
  17. if (show_demo_window)
  18. ImGui::ShowDemoWindow(&show_demo_window);
  19. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  20. {
  21. static float f = 0.0f;
  22. static int counter = 0;
  23. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  24. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  25. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  26. ImGui::Checkbox("Another Window", &show_another_window);
  27. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  28. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  29. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  30. counter++;
  31. ImGui::SameLine();
  32. ImGui::Text("counter = %d", counter);
  33. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  34. ImGui::End();
  35. }
  36. // 3. Show another simple window.
  37. if (show_another_window)
  38. {
  39. 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)
  40. ImGui::Text("Hello from another window!");
  41. if (ImGui::Button("Close Me"))
  42. show_another_window = false;
  43. ImGui::End();
  44. }
  45. }
  46. void glut_display_func()
  47. {
  48. // Start the Dear ImGui frame
  49. ImGui_ImplOpenGL2_NewFrame();
  50. ImGui_ImplFreeGLUT_NewFrame();
  51. my_display_code();
  52. // Rendering
  53. ImGui::Render();
  54. ImGuiIO& io = ImGui::GetIO();
  55. glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
  56. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  57. glClear(GL_COLOR_BUFFER_BIT);
  58. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
  59. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  60. glutSwapBuffers();
  61. glutPostRedisplay();
  62. }
  63. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  64. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  65. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  66. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  67. int main(int argc, char** argv)
  68. {
  69. // Create GLUT window
  70. glutInit(&argc, argv);
  71. glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
  72. glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
  73. glutInitWindowSize(1280, 720);
  74. glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example");
  75. // Setup GLUT display function
  76. // We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
  77. // otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
  78. glutDisplayFunc(glut_display_func);
  79. // Setup Dear ImGui context
  80. ImGui::CreateContext();
  81. ImGuiIO& io = ImGui::GetIO(); (void)io;
  82. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  83. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  84. // Setup Platform/Renderer bindings
  85. ImGui_ImplFreeGLUT_Init();
  86. ImGui_ImplFreeGLUT_InstallFuncs();
  87. ImGui_ImplOpenGL2_Init();
  88. // Setup Style
  89. ImGui::StyleColorsDark();
  90. //ImGui::StyleColorsClassic();
  91. // Load Fonts
  92. // - 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.
  93. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  94. // - 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).
  95. // - 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.
  96. // - Read 'misc/fonts/README.txt' for more instructions and details.
  97. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  98. //io.Fonts->AddFontDefault();
  99. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  100. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  101. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  102. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  103. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  104. //IM_ASSERT(font != NULL);
  105. glutMainLoop();
  106. // Cleanup
  107. ImGui_ImplOpenGL2_Shutdown();
  108. ImGui_ImplFreeGLUT_Shutdown();
  109. ImGui::DestroyContext();
  110. return 0;
  111. }