main.cpp 12 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. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl2.h"
  10. #include "imgui_impl_opengl3.h"
  11. #include <stdio.h>
  12. #include <SDL.h>
  13. #if defined(IMGUI_IMPL_OPENGL_ES2)
  14. #include <SDL_opengles2.h>
  15. #else
  16. #include <SDL_opengl.h>
  17. #endif
  18. #ifdef _WIN32
  19. #include <windows.h> // SetProcessDPIAware()
  20. #endif
  21. // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
  22. #ifdef __EMSCRIPTEN__
  23. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  24. #endif
  25. // Main code
  26. int main(int, char**)
  27. {
  28. // Setup SDL
  29. #ifdef _WIN32
  30. ::SetProcessDPIAware();
  31. #endif
  32. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  33. {
  34. printf("Error: %s\n", SDL_GetError());
  35. return -1;
  36. }
  37. // Decide GL+GLSL versions
  38. #if defined(IMGUI_IMPL_OPENGL_ES2)
  39. // GL ES 2.0 + GLSL 100 (WebGL 1.0)
  40. const char* glsl_version = "#version 100";
  41. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  42. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  43. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  45. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  46. // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
  47. const char* glsl_version = "#version 300 es";
  48. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  49. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  50. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  51. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  52. #elif defined(__APPLE__)
  53. // GL 3.2 Core + GLSL 150
  54. const char* glsl_version = "#version 150";
  55. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  56. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  57. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  58. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  59. #else
  60. // GL 3.0 + GLSL 130
  61. const char* glsl_version = "#version 130";
  62. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  63. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  64. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  65. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  66. #endif
  67. // From 2.0.18: Enable native IME.
  68. #ifdef SDL_HINT_IME_SHOW_UI
  69. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  70. #endif
  71. // Create window with graphics context
  72. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  73. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  74. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  75. float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
  76. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  77. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
  78. if (window == nullptr)
  79. {
  80. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  81. return -1;
  82. }
  83. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  84. if (gl_context == nullptr)
  85. {
  86. printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
  87. return -1;
  88. }
  89. SDL_GL_MakeCurrent(window, gl_context);
  90. SDL_GL_SetSwapInterval(1); // Enable vsync
  91. // Setup Dear ImGui context
  92. IMGUI_CHECKVERSION();
  93. ImGui::CreateContext();
  94. ImGuiIO& io = ImGui::GetIO(); (void)io;
  95. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  96. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  97. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  98. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  99. //io.ConfigViewportsNoAutoMerge = true;
  100. //io.ConfigViewportsNoTaskBarIcon = true;
  101. // Setup Dear ImGui style
  102. ImGui::StyleColorsDark();
  103. //ImGui::StyleColorsLight();
  104. // Setup scaling
  105. ImGuiStyle& style = ImGui::GetStyle();
  106. style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
  107. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  108. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  109. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  110. {
  111. style.WindowRounding = 0.0f;
  112. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  113. }
  114. // Setup Platform/Renderer backends
  115. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  116. ImGui_ImplOpenGL3_Init(glsl_version);
  117. // Load Fonts
  118. // - 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.
  119. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  120. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  121. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  122. // - Read 'docs/FONTS.md' for more instructions and details.
  123. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  124. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  125. //style.FontSizeBase = 20.0f;
  126. //io.Fonts->AddFontDefault();
  127. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  128. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  129. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  130. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  131. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  132. //IM_ASSERT(font != nullptr);
  133. // Our state
  134. bool show_demo_window = true;
  135. bool show_another_window = false;
  136. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  137. // Main loop
  138. bool done = false;
  139. #ifdef __EMSCRIPTEN__
  140. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  141. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  142. io.IniFilename = nullptr;
  143. EMSCRIPTEN_MAINLOOP_BEGIN
  144. #else
  145. while (!done)
  146. #endif
  147. {
  148. // Poll and handle events (inputs, window resize, etc.)
  149. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  150. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  151. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  152. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  153. SDL_Event event;
  154. while (SDL_PollEvent(&event))
  155. {
  156. ImGui_ImplSDL2_ProcessEvent(&event);
  157. if (event.type == SDL_QUIT)
  158. done = true;
  159. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  160. done = true;
  161. }
  162. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  163. {
  164. SDL_Delay(10);
  165. continue;
  166. }
  167. // Start the Dear ImGui frame
  168. ImGui_ImplOpenGL3_NewFrame();
  169. ImGui_ImplSDL2_NewFrame();
  170. ImGui::NewFrame();
  171. // 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!).
  172. if (show_demo_window)
  173. ImGui::ShowDemoWindow(&show_demo_window);
  174. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  175. {
  176. static float f = 0.0f;
  177. static int counter = 0;
  178. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  179. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  180. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  181. ImGui::Checkbox("Another Window", &show_another_window);
  182. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  183. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  184. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  185. counter++;
  186. ImGui::SameLine();
  187. ImGui::Text("counter = %d", counter);
  188. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  189. ImGui::End();
  190. }
  191. // 3. Show another simple window.
  192. if (show_another_window)
  193. {
  194. 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)
  195. ImGui::Text("Hello from another window!");
  196. if (ImGui::Button("Close Me"))
  197. show_another_window = false;
  198. ImGui::End();
  199. }
  200. // Rendering
  201. ImGui::Render();
  202. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  203. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  204. glClear(GL_COLOR_BUFFER_BIT);
  205. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  206. // Update and Render additional Platform Windows
  207. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  208. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  209. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  210. {
  211. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  212. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  213. ImGui::UpdatePlatformWindows();
  214. ImGui::RenderPlatformWindowsDefault();
  215. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  216. }
  217. SDL_GL_SwapWindow(window);
  218. }
  219. #ifdef __EMSCRIPTEN__
  220. EMSCRIPTEN_MAINLOOP_END;
  221. #endif
  222. // Cleanup
  223. ImGui_ImplOpenGL3_Shutdown();
  224. ImGui_ImplSDL2_Shutdown();
  225. ImGui::DestroyContext();
  226. SDL_GL_DeleteContext(gl_context);
  227. SDL_DestroyWindow(window);
  228. SDL_Quit();
  229. return 0;
  230. }