main.cpp 7.2 KB

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  1. // ImGui - standalone example application for GLFW + OpenGL 3, using programmable 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. // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
  5. #include "imgui.h"
  6. #include "imgui_impl_glfw.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
  10. #include <GLFW/glfw3.h>
  11. static void glfw_error_callback(int error, const char* description)
  12. {
  13. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  14. }
  15. int main(int, char**)
  16. {
  17. // Setup window
  18. glfwSetErrorCallback(glfw_error_callback);
  19. if (!glfwInit())
  20. return 1;
  21. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  22. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  23. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  24. #if __APPLE__
  25. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  26. #endif
  27. GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL3 example", NULL, NULL);
  28. glfwMakeContextCurrent(window);
  29. glfwSwapInterval(1); // Enable vsync
  30. gl3wInit();
  31. // Setup Dear ImGui binding
  32. IMGUI_CHECKVERSION();
  33. ImGui::CreateContext();
  34. ImGuiIO& io = ImGui::GetIO(); (void)io;
  35. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
  36. io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  37. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  38. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  39. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  40. ImGui_ImplGlfw_InitForOpenGL(window, true);
  41. ImGui_ImplOpenGL3_Init();
  42. // Setup style
  43. ImGui::GetStyle().WindowRounding = 0.0f;
  44. ImGui::StyleColorsDark();
  45. //ImGui::StyleColorsClassic();
  46. // Load Fonts
  47. // - 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.
  48. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  49. // - 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).
  50. // - 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.
  51. // - Read 'misc/fonts/README.txt' for more instructions and details.
  52. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  53. //io.Fonts->AddFontDefault();
  54. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  55. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  56. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  57. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  58. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  59. //IM_ASSERT(font != NULL);
  60. bool show_demo_window = true;
  61. bool show_another_window = false;
  62. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  63. // Main loop
  64. while (!glfwWindowShouldClose(window))
  65. {
  66. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  67. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  68. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  69. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  70. glfwPollEvents();
  71. ImGui_ImplOpenGL3_NewFrame();
  72. ImGui_ImplGlfw_NewFrame();
  73. // 1. Show a simple window.
  74. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  75. {
  76. static float f = 0.0f;
  77. static int counter = 0;
  78. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  79. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  80. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  81. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  82. ImGui::Checkbox("Another Window", &show_another_window);
  83. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  84. counter++;
  85. ImGui::SameLine();
  86. ImGui::Text("counter = %d", counter);
  87. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  88. }
  89. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  90. if (show_another_window)
  91. {
  92. ImGui::Begin("Another Window", &show_another_window);
  93. ImGui::Text("Hello from another window!");
  94. if (ImGui::Button("Close Me"))
  95. show_another_window = false;
  96. ImGui::End();
  97. }
  98. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  99. if (show_demo_window)
  100. {
  101. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  102. ImGui::ShowDemoWindow(&show_demo_window);
  103. }
  104. // Rendering
  105. ImGui::Render();
  106. int display_w, display_h;
  107. glfwMakeContextCurrent(window);
  108. glfwGetFramebufferSize(window, &display_w, &display_h);
  109. glViewport(0, 0, display_w, display_h);
  110. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  111. glClear(GL_COLOR_BUFFER_BIT);
  112. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  113. // Update and Render additional Platform Windows
  114. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  115. {
  116. ImGui::UpdatePlatformWindows();
  117. ImGui::RenderPlatformWindowsDefault();
  118. }
  119. glfwMakeContextCurrent(window);
  120. glfwSwapBuffers(window);
  121. }
  122. // Cleanup
  123. ImGui_ImplOpenGL3_Shutdown();
  124. ImGui_ImplGlfw_Shutdown();
  125. ImGui::DestroyContext();
  126. glfwDestroyWindow(window);
  127. glfwTerminate();
  128. return 0;
  129. }