main.cpp 7.8 KB

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  1. // Dear ImGui: standalone example application for SDL2 + SDL_Renderer
  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. // Important to understand: SDL_Renderer is an _optional_ component of SDL2.
  9. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  10. #include "imgui.h"
  11. #include "imgui_impl_sdl2.h"
  12. #include "imgui_impl_sdlrenderer2.h"
  13. #include <stdio.h>
  14. #include <SDL.h>
  15. #if !SDL_VERSION_ATLEAST(2,0,17)
  16. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  17. #endif
  18. // Main code
  19. int main(int, char**)
  20. {
  21. // Setup SDL
  22. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  23. {
  24. printf("Error: %s\n", SDL_GetError());
  25. return -1;
  26. }
  27. // From 2.0.18: Enable native IME.
  28. #ifdef SDL_HINT_IME_SHOW_UI
  29. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  30. #endif
  31. // Create window with SDL_Renderer graphics context
  32. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  33. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  34. SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
  35. if (renderer == nullptr)
  36. {
  37. SDL_Log("Error creating SDL_Renderer!");
  38. return 0;
  39. }
  40. //SDL_RendererInfo info;
  41. //SDL_GetRendererInfo(renderer, &info);
  42. //SDL_Log("Current SDL_Renderer: %s", info.name);
  43. // Setup Dear ImGui context
  44. IMGUI_CHECKVERSION();
  45. ImGui::CreateContext();
  46. ImGuiIO& io = ImGui::GetIO(); (void)io;
  47. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  48. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  49. // Setup Dear ImGui style
  50. ImGui::StyleColorsDark();
  51. //ImGui::StyleColorsLight();
  52. // Setup Platform/Renderer backends
  53. ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
  54. ImGui_ImplSDLRenderer2_Init(renderer);
  55. // Load Fonts
  56. // - 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.
  57. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  58. // - 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).
  59. // - 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.
  60. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  61. // - Read 'docs/FONTS.md' for more instructions and details.
  62. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  63. //io.Fonts->AddFontDefault();
  64. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  65. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  66. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  67. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  68. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  69. //IM_ASSERT(font != nullptr);
  70. // Our state
  71. bool show_demo_window = true;
  72. bool show_another_window = false;
  73. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  74. // Main loop
  75. bool done = false;
  76. while (!done)
  77. {
  78. // Poll and handle events (inputs, window resize, etc.)
  79. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  80. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  81. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  82. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  83. SDL_Event event;
  84. while (SDL_PollEvent(&event))
  85. {
  86. ImGui_ImplSDL2_ProcessEvent(&event);
  87. if (event.type == SDL_QUIT)
  88. done = true;
  89. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  90. done = true;
  91. }
  92. // Start the Dear ImGui frame
  93. ImGui_ImplSDLRenderer2_NewFrame();
  94. ImGui_ImplSDL2_NewFrame();
  95. ImGui::NewFrame();
  96. // 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!).
  97. if (show_demo_window)
  98. ImGui::ShowDemoWindow(&show_demo_window);
  99. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  100. {
  101. static float f = 0.0f;
  102. static int counter = 0;
  103. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  104. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  105. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  106. ImGui::Checkbox("Another Window", &show_another_window);
  107. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  108. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  109. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  110. counter++;
  111. ImGui::SameLine();
  112. ImGui::Text("counter = %d", counter);
  113. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  114. ImGui::End();
  115. }
  116. // 3. Show another simple window.
  117. if (show_another_window)
  118. {
  119. 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)
  120. ImGui::Text("Hello from another window!");
  121. if (ImGui::Button("Close Me"))
  122. show_another_window = false;
  123. ImGui::End();
  124. }
  125. // Rendering
  126. ImGui::Render();
  127. SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
  128. SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
  129. SDL_RenderClear(renderer);
  130. ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
  131. SDL_RenderPresent(renderer);
  132. }
  133. // Cleanup
  134. ImGui_ImplSDLRenderer2_Shutdown();
  135. ImGui_ImplSDL2_Shutdown();
  136. ImGui::DestroyContext();
  137. SDL_DestroyRenderer(renderer);
  138. SDL_DestroyWindow(window);
  139. SDL_Quit();
  140. return 0;
  141. }