main.cpp 5.0 KB

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  1. // ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
  2. // If you are new to 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 opengl3_example/ folder**
  6. // See imgui_impl_glfw.cpp for details.
  7. #include <imgui.h>
  8. #include "imgui_impl_glfw.h"
  9. #include <stdio.h>
  10. #include <GLFW/glfw3.h>
  11. static void error_callback(int error, const char* description)
  12. {
  13. fprintf(stderr, "Error %d: %s\n", error, description);
  14. }
  15. int main(int, char**)
  16. {
  17. // Setup window
  18. glfwSetErrorCallback(error_callback);
  19. if (!glfwInit())
  20. return 1;
  21. GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
  22. glfwMakeContextCurrent(window);
  23. glfwSwapInterval(1); // Enable vsync
  24. // Setup ImGui binding
  25. ImGui_ImplGlfwGL2_Init(window, true);
  26. // Load Fonts
  27. // - 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.
  28. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  29. // - 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).
  30. // - 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.
  31. // - Read 'extra_fonts/README.txt' for more instructions and details.
  32. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  33. //ImGuiIO& io = ImGui::GetIO();
  34. //io.Fonts->AddFontDefault();
  35. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
  36. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  37. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  38. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  39. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  40. //IM_ASSERT(font != NULL);
  41. bool show_test_window = true;
  42. bool show_another_window = false;
  43. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  44. // Main loop
  45. while (!glfwWindowShouldClose(window))
  46. {
  47. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  48. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  49. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  50. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  51. glfwPollEvents();
  52. ImGui_ImplGlfwGL2_NewFrame();
  53. // 1. Show a simple window.
  54. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
  55. {
  56. static float f = 0.0f;
  57. ImGui::Text("Hello, world!");
  58. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  59. ImGui::ColorEdit3("clear color", (float*)&clear_color);
  60. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  61. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  62. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  63. }
  64. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
  65. if (show_another_window)
  66. {
  67. ImGui::Begin("Another Window", &show_another_window);
  68. ImGui::Text("Hello from another window!");
  69. ImGui::End();
  70. }
  71. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
  72. if (show_test_window)
  73. {
  74. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
  75. ImGui::ShowTestWindow(&show_test_window);
  76. }
  77. // Rendering
  78. int display_w, display_h;
  79. glfwGetFramebufferSize(window, &display_w, &display_h);
  80. glViewport(0, 0, display_w, display_h);
  81. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  82. glClear(GL_COLOR_BUFFER_BIT);
  83. //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.
  84. ImGui::Render();
  85. glfwSwapBuffers(window);
  86. }
  87. // Cleanup
  88. ImGui_ImplGlfwGL2_Shutdown();
  89. glfwTerminate();
  90. return 0;
  91. }