main.cpp 5.9 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_gl3.h"
  7. #include <stdio.h>
  8. #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.
  9. #include <GLFW/glfw3.h>
  10. static void error_callback(int error, const char* description)
  11. {
  12. fprintf(stderr, "Error %d: %s\n", error, description);
  13. }
  14. int main(int, char**)
  15. {
  16. // Setup window
  17. glfwSetErrorCallback(error_callback);
  18. if (!glfwInit())
  19. return 1;
  20. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  21. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  22. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  23. #if __APPLE__
  24. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  25. #endif
  26. GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
  27. glfwMakeContextCurrent(window);
  28. glfwSwapInterval(1); // Enable vsync
  29. gl3wInit();
  30. // Setup ImGui binding
  31. ImGuiIO& io = ImGui::GetIO(); (void)io;
  32. ImGui_ImplGlfwGL3_Init(window, true);
  33. //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
  34. //io.NavFlags |= ImGuiNavFlags_EnableGamepad;
  35. // Setup style
  36. ImGui::StyleColorsClassic();
  37. //ImGui::StyleColorsDark();
  38. // Load Fonts
  39. // - 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.
  40. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  41. // - 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).
  42. // - 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.
  43. // - Read 'extra_fonts/README.txt' for more instructions and details.
  44. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  45. //io.Fonts->AddFontDefault();
  46. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
  47. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  48. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  49. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  50. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  51. //IM_ASSERT(font != NULL);
  52. bool show_demo_window = true;
  53. bool show_another_window = false;
  54. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  55. // Main loop
  56. while (!glfwWindowShouldClose(window))
  57. {
  58. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  59. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  60. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  61. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  62. glfwPollEvents();
  63. ImGui_ImplGlfwGL3_NewFrame();
  64. // 1. Show a simple window.
  65. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  66. {
  67. static float f = 0.0f;
  68. ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
  69. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
  70. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
  71. if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
  72. show_demo_window ^= 1;
  73. if (ImGui::Button("Another Window"))
  74. show_another_window ^= 1;
  75. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  76. }
  77. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
  78. if (show_another_window)
  79. {
  80. ImGui::Begin("Another Window", &show_another_window);
  81. ImGui::Text("Hello from another window!");
  82. ImGui::End();
  83. }
  84. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
  85. if (show_demo_window)
  86. {
  87. 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!
  88. ImGui::ShowDemoWindow(&show_demo_window);
  89. }
  90. // Rendering
  91. int display_w, display_h;
  92. glfwGetFramebufferSize(window, &display_w, &display_h);
  93. glViewport(0, 0, display_w, display_h);
  94. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  95. glClear(GL_COLOR_BUFFER_BIT);
  96. ImGui::Render();
  97. glfwSwapBuffers(window);
  98. }
  99. // Cleanup
  100. ImGui_ImplGlfwGL3_Shutdown();
  101. glfwTerminate();
  102. return 0;
  103. }