main.cpp 6.9 KB

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  1. // ImGui - standalone example application for SDL2 + OpenGL
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (SDL 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 sdl_opengl3_example/ folder**
  6. // See imgui_impl_sdl.cpp for details.
  7. #include "imgui.h"
  8. #include "imgui_impl_sdl2.h"
  9. #include "imgui_impl_opengl2.h"
  10. #include <stdio.h>
  11. #include <SDL.h>
  12. #include <SDL_opengl.h>
  13. int main(int, char**)
  14. {
  15. // Setup SDL
  16. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  17. {
  18. printf("Error: %s\n", SDL_GetError());
  19. return -1;
  20. }
  21. // Setup window
  22. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  23. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  24. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  25. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  26. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  27. SDL_DisplayMode current;
  28. SDL_GetCurrentDisplayMode(0, &current);
  29. SDL_Window* window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
  30. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  31. SDL_GL_SetSwapInterval(1); // Enable vsync
  32. // Setup Dear ImGui binding
  33. IMGUI_CHECKVERSION();
  34. ImGui::CreateContext();
  35. ImGuiIO& io = ImGui::GetIO(); (void)io;
  36. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  37. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  38. ImGui_ImplOpenGL2_Init();
  39. // Setup style
  40. ImGui::StyleColorsDark();
  41. //ImGui::StyleColorsClassic();
  42. // Load Fonts
  43. // - 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.
  44. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  45. // - 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).
  46. // - 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.
  47. // - Read 'misc/fonts/README.txt' for more instructions and details.
  48. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  49. //io.Fonts->AddFontDefault();
  50. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  51. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  52. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  53. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  54. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  55. //IM_ASSERT(font != NULL);
  56. bool show_demo_window = true;
  57. bool show_another_window = false;
  58. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  59. // Main loop
  60. bool done = false;
  61. while (!done)
  62. {
  63. // Poll and handle events (inputs, window resize, etc.)
  64. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  65. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  66. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  67. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  68. SDL_Event event;
  69. while (SDL_PollEvent(&event))
  70. {
  71. ImGui_ImplSDL2_ProcessEvent(&event);
  72. if (event.type == SDL_QUIT)
  73. done = true;
  74. }
  75. // Start the ImGui frame
  76. ImGui_ImplOpenGL2_NewFrame();
  77. ImGui_ImplSDL2_NewFrame(window);
  78. ImGui::NewFrame();
  79. // 1. Show a simple window.
  80. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  81. {
  82. static float f = 0.0f;
  83. static int counter = 0;
  84. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  85. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  86. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  87. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  88. ImGui::Checkbox("Another Window", &show_another_window);
  89. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  90. counter++;
  91. ImGui::SameLine();
  92. ImGui::Text("counter = %d", counter);
  93. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  94. }
  95. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  96. if (show_another_window)
  97. {
  98. ImGui::Begin("Another Window", &show_another_window);
  99. ImGui::Text("Hello from another window!");
  100. if (ImGui::Button("Close Me"))
  101. show_another_window = false;
  102. ImGui::End();
  103. }
  104. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  105. if (show_demo_window)
  106. {
  107. 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!
  108. ImGui::ShowDemoWindow(&show_demo_window);
  109. }
  110. // Rendering
  111. ImGui::Render();
  112. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  113. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  114. glClear(GL_COLOR_BUFFER_BIT);
  115. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  116. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  117. SDL_GL_SwapWindow(window);
  118. }
  119. // Cleanup
  120. ImGui_ImplOpenGL2_Shutdown();
  121. ImGui_ImplSDL2_Shutdown();
  122. ImGui::DestroyContext();
  123. SDL_GL_DeleteContext(gl_context);
  124. SDL_DestroyWindow(window);
  125. SDL_Quit();
  126. return 0;
  127. }