main.cpp 9.0 KB

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  1. // Dear ImGui: standalone example application for SDL2 + OpenGL
  2. // (SDL 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. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  6. // **Prefer using the code in the example_sdl_opengl3/ folder**
  7. // See imgui_impl_sdl.cpp for details.
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl.h"
  10. #include "imgui_impl_opengl2.h"
  11. #include <stdio.h>
  12. #include <SDL.h>
  13. #include <SDL_opengl.h>
  14. // Data
  15. static SDL_Window* g_AppWindow = NULL;
  16. // Forward declarations of helper functions
  17. bool MainLoopStep();
  18. // Main code
  19. int main(int, char**)
  20. {
  21. // Setup SDL
  22. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  23. {
  24. printf("Error: %s\n", SDL_GetError());
  25. return -1;
  26. }
  27. // Setup window
  28. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  29. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  30. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  31. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  32. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  33. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  34. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  35. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  36. SDL_GL_MakeCurrent(window, gl_context);
  37. SDL_GL_SetSwapInterval(1); // Enable vsync
  38. g_AppWindow = window;
  39. // Setup Dear ImGui context
  40. IMGUI_CHECKVERSION();
  41. ImGui::CreateContext();
  42. ImGuiIO& io = ImGui::GetIO(); (void)io;
  43. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  44. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  45. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  46. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  47. //io.ConfigViewportsNoAutoMerge = true;
  48. //io.ConfigViewportsNoTaskBarIcon = true;
  49. // Setup Dear ImGui style
  50. ImGui::StyleColorsDark();
  51. //ImGui::StyleColorsLight();
  52. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  53. ImGuiStyle& style = ImGui::GetStyle();
  54. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  55. {
  56. style.WindowRounding = 0.0f;
  57. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  58. }
  59. // Setup Platform/Renderer backends
  60. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  61. ImGui_ImplOpenGL2_Init();
  62. // Load Fonts
  63. // - 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.
  64. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  65. // - 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).
  66. // - 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.
  67. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  68. // - Read 'docs/FONTS.md' for more instructions and details.
  69. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  70. //io.Fonts->AddFontDefault();
  71. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  72. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  73. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  74. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  75. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  76. //IM_ASSERT(font != NULL);
  77. // Main loop
  78. while (true)
  79. {
  80. if (!MainLoopStep())
  81. break;
  82. }
  83. // Cleanup
  84. ImGui_ImplOpenGL2_Shutdown();
  85. ImGui_ImplSDL2_Shutdown();
  86. ImGui::DestroyContext();
  87. SDL_GL_DeleteContext(gl_context);
  88. SDL_DestroyWindow(window);
  89. SDL_Quit();
  90. return 0;
  91. }
  92. bool MainLoopStep()
  93. {
  94. // Poll and handle SDL events (inputs, window resize, etc.)
  95. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  96. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  97. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  98. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  99. SDL_Window* window = g_AppWindow;
  100. SDL_Event event;
  101. while (SDL_PollEvent(&event))
  102. {
  103. ImGui_ImplSDL2_ProcessEvent(&event);
  104. if (event.type == SDL_QUIT)
  105. return false;
  106. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  107. return false;
  108. }
  109. // Start the Dear ImGui frame
  110. ImGuiIO& io = ImGui::GetIO();
  111. ImGui_ImplOpenGL2_NewFrame();
  112. ImGui_ImplSDL2_NewFrame();
  113. ImGui::NewFrame();
  114. // Our state
  115. // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
  116. static bool show_demo_window = true;
  117. static bool show_another_window = false;
  118. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  119. // 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!).
  120. if (show_demo_window)
  121. ImGui::ShowDemoWindow(&show_demo_window);
  122. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  123. {
  124. static float f = 0.0f;
  125. static int counter = 0;
  126. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  127. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  128. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  129. ImGui::Checkbox("Another Window", &show_another_window);
  130. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  131. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  132. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  133. counter++;
  134. ImGui::SameLine();
  135. ImGui::Text("counter = %d", counter);
  136. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  137. ImGui::End();
  138. }
  139. // 3. Show another simple window.
  140. if (show_another_window)
  141. {
  142. 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)
  143. ImGui::Text("Hello from another window!");
  144. if (ImGui::Button("Close Me"))
  145. show_another_window = false;
  146. ImGui::End();
  147. }
  148. // Rendering
  149. ImGui::Render();
  150. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  151. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  152. glClear(GL_COLOR_BUFFER_BIT);
  153. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  154. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  155. // Update and Render additional Platform Windows
  156. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  157. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  158. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  159. {
  160. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  161. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  162. ImGui::UpdatePlatformWindows();
  163. ImGui::RenderPlatformWindowsDefault();
  164. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  165. }
  166. SDL_GL_SwapWindow(window);
  167. return true;
  168. }