main.cpp 7.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158
  1. // dear imgui: standalone example application for GLFW + 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. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  5. // **Prefer using the code in the example_glfw_opengl2/ folder**
  6. // See imgui_impl_glfw.cpp for details.
  7. #include "imgui.h"
  8. #include "imgui_impl_glfw.h"
  9. #include "imgui_impl_opengl2.h"
  10. #include <stdio.h>
  11. #include <GLFW/glfw3.h>
  12. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  13. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  14. // 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.
  15. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  16. #pragma comment(lib, "legacy_stdio_definitions")
  17. #endif
  18. static void glfw_error_callback(int error, const char* description)
  19. {
  20. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  21. }
  22. int main(int, char**)
  23. {
  24. // Setup window
  25. glfwSetErrorCallback(glfw_error_callback);
  26. if (!glfwInit())
  27. return 1;
  28. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
  29. if (window == NULL)
  30. return 1;
  31. glfwMakeContextCurrent(window);
  32. glfwSwapInterval(1); // Enable vsync
  33. // Setup Dear ImGui context
  34. IMGUI_CHECKVERSION();
  35. ImGui::CreateContext();
  36. ImGuiIO& io = ImGui::GetIO(); (void)io;
  37. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  38. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  39. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  40. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  41. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  42. // Setup Platform/Renderer bindings
  43. ImGui_ImplGlfw_InitForOpenGL(window, true);
  44. ImGui_ImplOpenGL2_Init();
  45. // Setup Style
  46. ImGui::StyleColorsDark();
  47. //ImGui::StyleColorsClassic();
  48. // Load Fonts
  49. // - 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.
  50. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  51. // - 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).
  52. // - 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.
  53. // - Read 'misc/fonts/README.txt' for more instructions and details.
  54. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  55. //io.Fonts->AddFontDefault();
  56. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  57. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  58. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  59. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  60. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  61. //IM_ASSERT(font != NULL);
  62. bool show_demo_window = true;
  63. bool show_another_window = false;
  64. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  65. // Main loop
  66. while (!glfwWindowShouldClose(window))
  67. {
  68. // Poll and handle events (inputs, window resize, etc.)
  69. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  70. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  71. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  72. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  73. glfwPollEvents();
  74. // Start the Dear ImGui frame
  75. ImGui_ImplOpenGL2_NewFrame();
  76. ImGui_ImplGlfw_NewFrame();
  77. ImGui::NewFrame();
  78. // 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!).
  79. if (show_demo_window)
  80. ImGui::ShowDemoWindow(&show_demo_window);
  81. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  82. {
  83. static float f = 0.0f;
  84. static int counter = 0;
  85. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  86. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  87. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  88. ImGui::Checkbox("Another Window", &show_another_window);
  89. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  90. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  91. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  92. counter++;
  93. ImGui::SameLine();
  94. ImGui::Text("counter = %d", counter);
  95. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  96. ImGui::End();
  97. }
  98. // 3. Show another simple window.
  99. if (show_another_window)
  100. {
  101. 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)
  102. ImGui::Text("Hello from another window!");
  103. if (ImGui::Button("Close Me"))
  104. show_another_window = false;
  105. ImGui::End();
  106. }
  107. // Rendering
  108. ImGui::Render();
  109. int display_w, display_h;
  110. glfwGetFramebufferSize(window, &display_w, &display_h);
  111. glViewport(0, 0, display_w, display_h);
  112. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  113. glClear(GL_COLOR_BUFFER_BIT);
  114. //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.
  115. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  116. // Update and Render additional Platform Windows
  117. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  118. {
  119. ImGui::UpdatePlatformWindows();
  120. ImGui::RenderPlatformWindowsDefault();
  121. glfwMakeContextCurrent(window);
  122. }
  123. glfwSwapBuffers(window);
  124. }
  125. // Cleanup
  126. ImGui_ImplOpenGL2_Shutdown();
  127. ImGui_ImplGlfw_Shutdown();
  128. ImGui::DestroyContext();
  129. glfwDestroyWindow(window);
  130. glfwTerminate();
  131. return 0;
  132. }