main.cpp 9.1 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. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  9. // **Prefer using the code in the example_sdl2_opengl3/ folder**
  10. // See imgui_impl_sdl2.cpp for details.
  11. #include "imgui.h"
  12. #include "imgui_impl_sdl2.h"
  13. #include "imgui_impl_opengl2.h"
  14. #include <stdio.h>
  15. #include <SDL.h>
  16. #include <SDL_opengl.h>
  17. // Main code
  18. int main(int, char**)
  19. {
  20. // Setup SDL
  21. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  22. {
  23. printf("Error: %s\n", SDL_GetError());
  24. return -1;
  25. }
  26. // From 2.0.18: Enable native IME.
  27. #ifdef SDL_HINT_IME_SHOW_UI
  28. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  29. #endif
  30. // Setup window
  31. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  32. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  33. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  34. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  36. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  37. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  38. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  39. SDL_GL_MakeCurrent(window, gl_context);
  40. SDL_GL_SetSwapInterval(1); // Enable vsync
  41. // Setup Dear ImGui context
  42. IMGUI_CHECKVERSION();
  43. ImGui::CreateContext();
  44. ImGuiIO& io = ImGui::GetIO(); (void)io;
  45. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  46. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  47. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  48. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  49. //io.ConfigViewportsNoAutoMerge = true;
  50. //io.ConfigViewportsNoTaskBarIcon = true;
  51. // Setup Dear ImGui style
  52. ImGui::StyleColorsDark();
  53. //ImGui::StyleColorsLight();
  54. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  55. ImGuiStyle& style = ImGui::GetStyle();
  56. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  57. {
  58. style.WindowRounding = 0.0f;
  59. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  60. }
  61. // Setup Platform/Renderer backends
  62. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  63. ImGui_ImplOpenGL2_Init();
  64. // Load Fonts
  65. // - 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.
  66. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  67. // - 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).
  68. // - 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.
  69. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  70. // - Read 'docs/FONTS.md' for more instructions and details.
  71. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  72. //io.Fonts->AddFontDefault();
  73. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  74. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  75. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  76. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  77. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  78. //IM_ASSERT(font != nullptr);
  79. // Our state
  80. bool show_demo_window = true;
  81. bool show_another_window = false;
  82. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  83. // Main loop
  84. bool done = false;
  85. while (!done)
  86. {
  87. // Poll and handle events (inputs, window resize, etc.)
  88. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  89. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  90. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  91. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  92. SDL_Event event;
  93. while (SDL_PollEvent(&event))
  94. {
  95. ImGui_ImplSDL2_ProcessEvent(&event);
  96. if (event.type == SDL_QUIT)
  97. done = true;
  98. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  99. done = true;
  100. }
  101. // Start the Dear ImGui frame
  102. ImGui_ImplOpenGL2_NewFrame();
  103. ImGui_ImplSDL2_NewFrame();
  104. ImGui::NewFrame();
  105. // 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!).
  106. if (show_demo_window)
  107. ImGui::ShowDemoWindow(&show_demo_window);
  108. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  109. {
  110. static float f = 0.0f;
  111. static int counter = 0;
  112. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  113. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  114. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  115. ImGui::Checkbox("Another Window", &show_another_window);
  116. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  117. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  118. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  119. counter++;
  120. ImGui::SameLine();
  121. ImGui::Text("counter = %d", counter);
  122. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  123. ImGui::End();
  124. }
  125. // 3. Show another simple window.
  126. if (show_another_window)
  127. {
  128. 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)
  129. ImGui::Text("Hello from another window!");
  130. if (ImGui::Button("Close Me"))
  131. show_another_window = false;
  132. ImGui::End();
  133. }
  134. // Rendering
  135. ImGui::Render();
  136. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  137. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  138. glClear(GL_COLOR_BUFFER_BIT);
  139. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  140. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  141. // Update and Render additional Platform Windows
  142. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  143. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  144. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  145. {
  146. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  147. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  148. ImGui::UpdatePlatformWindows();
  149. ImGui::RenderPlatformWindowsDefault();
  150. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  151. }
  152. SDL_GL_SwapWindow(window);
  153. }
  154. // Cleanup
  155. ImGui_ImplOpenGL2_Shutdown();
  156. ImGui_ImplSDL2_Shutdown();
  157. ImGui::DestroyContext();
  158. SDL_GL_DeleteContext(gl_context);
  159. SDL_DestroyWindow(window);
  160. SDL_Quit();
  161. return 0;
  162. }