main.cpp 12 KB

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  1. #ifdef _MSC_VER
  2. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
  3. #include <Windows.h>
  4. #include <Imm.h>
  5. #endif
  6. #define STB_IMAGE_IMPLEMENTATION
  7. #include "stb_image.h" // for .png loading
  8. #include "../../imgui.h"
  9. // glew & glfw
  10. #define GLEW_STATIC
  11. #include <GL/glew.h>
  12. #include <GLFW/glfw3.h>
  13. #ifdef _MSC_VER
  14. #define GLFW_EXPOSE_NATIVE_WIN32
  15. #define GLFW_EXPOSE_NATIVE_WGL
  16. #include <GLFW/glfw3native.h>
  17. #endif
  18. static GLFWwindow* window;
  19. static GLuint fontTex;
  20. static ImVec2 mousePosScale(1.0f, 1.0f);
  21. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  22. // If text or lines are blurry when integrating ImGui in your engine:
  23. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  24. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
  25. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  26. {
  27. if (cmd_lists_count == 0)
  28. return;
  29. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  30. // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
  31. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
  32. glEnable(GL_BLEND);
  33. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  34. glDisable(GL_CULL_FACE);
  35. glDisable(GL_DEPTH_TEST);
  36. glEnable(GL_SCISSOR_TEST);
  37. glEnableClientState(GL_VERTEX_ARRAY);
  38. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  39. glEnableClientState(GL_COLOR_ARRAY);
  40. // Setup texture
  41. glBindTexture(GL_TEXTURE_2D, fontTex);
  42. glEnable(GL_TEXTURE_2D);
  43. // Setup orthographic projection matrix
  44. const float width = ImGui::GetIO().DisplaySize.x;
  45. const float height = ImGui::GetIO().DisplaySize.y;
  46. glMatrixMode(GL_PROJECTION);
  47. glLoadIdentity();
  48. glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
  49. glMatrixMode(GL_MODELVIEW);
  50. glLoadIdentity();
  51. // Render command lists
  52. for (int n = 0; n < cmd_lists_count; n++)
  53. {
  54. const ImDrawList* cmd_list = cmd_lists[n];
  55. const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin();
  56. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer));
  57. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8));
  58. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16));
  59. int vtx_offset = 0;
  60. const ImDrawCmd* pcmd_end = cmd_list->commands.end();
  61. for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
  62. {
  63. glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
  64. glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
  65. vtx_offset += pcmd->vtx_count;
  66. }
  67. }
  68. glDisable(GL_SCISSOR_TEST);
  69. glDisableClientState(GL_COLOR_ARRAY);
  70. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  71. glDisableClientState(GL_VERTEX_ARRAY);
  72. }
  73. // NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
  74. static const char* ImImpl_GetClipboardTextFn()
  75. {
  76. return glfwGetClipboardString(window);
  77. }
  78. static void ImImpl_SetClipboardTextFn(const char* text)
  79. {
  80. glfwSetClipboardString(window, text);
  81. }
  82. #ifdef _MSC_VER
  83. // Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
  84. static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
  85. {
  86. HWND hwnd = glfwGetWin32Window(window);
  87. if (HIMC himc = ImmGetContext(hwnd))
  88. {
  89. COMPOSITIONFORM cf;
  90. cf.ptCurrentPos.x = x;
  91. cf.ptCurrentPos.y = y;
  92. cf.dwStyle = CFS_FORCE_POSITION;
  93. ImmSetCompositionWindow(himc, &cf);
  94. }
  95. }
  96. #endif
  97. // GLFW callbacks to get events
  98. static void glfw_error_callback(int error, const char* description)
  99. {
  100. fputs(description, stderr);
  101. }
  102. static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
  103. {
  104. ImGuiIO& io = ImGui::GetIO();
  105. io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
  106. }
  107. static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
  108. {
  109. ImGuiIO& io = ImGui::GetIO();
  110. if (action == GLFW_PRESS)
  111. io.KeysDown[key] = true;
  112. if (action == GLFW_RELEASE)
  113. io.KeysDown[key] = false;
  114. io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
  115. io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
  116. }
  117. static void glfw_char_callback(GLFWwindow* window, unsigned int c)
  118. {
  119. if (c > 0 && c < 0x10000)
  120. ImGui::GetIO().AddInputCharacter((unsigned short)c);
  121. }
  122. // OpenGL code based on http://open.gl tutorials
  123. void InitGL()
  124. {
  125. glfwSetErrorCallback(glfw_error_callback);
  126. if (!glfwInit())
  127. exit(1);
  128. glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
  129. window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
  130. glfwMakeContextCurrent(window);
  131. glfwSetKeyCallback(window, glfw_key_callback);
  132. glfwSetScrollCallback(window, glfw_scroll_callback);
  133. glfwSetCharCallback(window, glfw_char_callback);
  134. glewInit();
  135. }
  136. void InitImGui()
  137. {
  138. int w, h;
  139. int fb_w, fb_h;
  140. glfwGetWindowSize(window, &w, &h);
  141. glfwGetFramebufferSize(window, &fb_w, &fb_h);
  142. mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
  143. mousePosScale.y = (float)fb_h / h;
  144. ImGuiIO& io = ImGui::GetIO();
  145. io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
  146. io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
  147. io.PixelCenterOffset = 0.0f; // Align OpenGL texels
  148. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  149. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  150. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  151. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  152. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  153. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  154. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  155. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  156. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  157. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  158. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  159. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  160. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  161. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  162. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  163. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  164. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  165. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  166. io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
  167. io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
  168. #ifdef _MSC_VER
  169. io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
  170. #endif
  171. // Load font texture
  172. glGenTextures(1, &fontTex);
  173. glBindTexture(GL_TEXTURE_2D, fontTex);
  174. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  175. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  176. #if 1
  177. // Default font (embedded in code)
  178. const void* png_data;
  179. unsigned int png_size;
  180. ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
  181. int tex_x, tex_y, tex_comp;
  182. void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
  183. #else
  184. // Custom font from filesystem
  185. io.Font = new ImBitmapFont();
  186. io.Font->LoadFromFile("../../extra_fonts/arial_unicode_ms_18_CJK.fnt");
  187. int tex_x, tex_y, tex_comp;
  188. void* tex_data = stbi_load("../../extra_fonts/arial_unicode_ms_18_CJK.png", &tex_x, &tex_y, &tex_comp, 4);
  189. // Automatically find white pixel from the texture we just loaded
  190. // (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
  191. for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++)
  192. if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff)
  193. {
  194. io.FontTexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y));
  195. break;
  196. }
  197. #endif
  198. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
  199. stbi_image_free(tex_data);
  200. }
  201. void UpdateImGui()
  202. {
  203. ImGuiIO& io = ImGui::GetIO();
  204. // Setup timestep
  205. static double time = 0.0f;
  206. const double current_time = glfwGetTime();
  207. io.DeltaTime = (float)(current_time - time);
  208. time = current_time;
  209. // Setup inputs
  210. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  211. double mouse_x, mouse_y;
  212. glfwGetCursorPos(window, &mouse_x, &mouse_y);
  213. io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  214. io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
  215. io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
  216. // Start the frame
  217. ImGui::NewFrame();
  218. }
  219. // Application code
  220. int main(int argc, char** argv)
  221. {
  222. InitGL();
  223. InitImGui();
  224. while (!glfwWindowShouldClose(window))
  225. {
  226. ImGuiIO& io = ImGui::GetIO();
  227. io.MouseWheel = 0;
  228. glfwPollEvents();
  229. UpdateImGui();
  230. // Create a simple window
  231. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  232. static bool show_test_window = true;
  233. static bool show_another_window = false;
  234. static float f;
  235. ImGui::Text("Hello, world!");
  236. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  237. show_test_window ^= ImGui::Button("Test Window");
  238. show_another_window ^= ImGui::Button("Another Window");
  239. // Calculate and show framerate
  240. static float ms_per_frame[120] = { 0 };
  241. static int ms_per_frame_idx = 0;
  242. static float ms_per_frame_accum = 0.0f;
  243. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  244. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  245. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  246. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  247. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  248. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  249. // Show the ImGui test window
  250. // Most of user example code is in ImGui::ShowTestWindow()
  251. if (show_test_window)
  252. {
  253. ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  254. ImGui::ShowTestWindow(&show_test_window);
  255. }
  256. // Show another simple window
  257. if (show_another_window)
  258. {
  259. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  260. ImGui::Text("Hello");
  261. ImGui::End();
  262. }
  263. // Rendering
  264. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  265. glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
  266. glClear(GL_COLOR_BUFFER_BIT);
  267. ImGui::Render();
  268. glfwSwapBuffers(window);
  269. }
  270. ImGui::Shutdown();
  271. glfwTerminate();
  272. return 0;
  273. }