main.cpp 8.1 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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. // Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
  6. // because it provides a rather limited API to the end-user. We provide this backend for the sake of completeness.
  7. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl.h"
  10. #include "imgui_impl_sdlrenderer.h"
  11. #include <stdio.h>
  12. #include <SDL.h>
  13. #if !SDL_VERSION_ATLEAST(2,0,17)
  14. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  15. #endif
  16. // Data
  17. static SDL_Window* g_AppWindow = NULL;
  18. static SDL_Renderer* g_AppWindowRenderer = NULL;
  19. // Forward declarations of helper functions
  20. bool MainLoopStep();
  21. // Main code
  22. int main(int, char**)
  23. {
  24. // Setup SDL
  25. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  26. {
  27. printf("Error: %s\n", SDL_GetError());
  28. return -1;
  29. }
  30. // Create window with SDL_Renderer graphics context
  31. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  32. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  33. SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
  34. if (renderer == NULL)
  35. {
  36. SDL_Log("Error creating SDL_Renderer!");
  37. return 0;
  38. }
  39. g_AppWindow = window;
  40. g_AppWindowRenderer = renderer;
  41. //SDL_RendererInfo info;
  42. //SDL_GetRendererInfo(renderer, &info);
  43. //SDL_Log("Current SDL_Renderer: %s", info.name);
  44. // Setup Dear ImGui context
  45. IMGUI_CHECKVERSION();
  46. ImGui::CreateContext();
  47. ImGuiIO& io = ImGui::GetIO(); (void)io;
  48. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  49. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  50. // Setup Dear ImGui style
  51. ImGui::StyleColorsDark();
  52. //ImGui::StyleColorsLight();
  53. // Setup Platform/Renderer backends
  54. ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
  55. ImGui_ImplSDLRenderer_Init(renderer);
  56. // Load Fonts
  57. // - 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.
  58. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  59. // - 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).
  60. // - 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.
  61. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  62. // - Read 'docs/FONTS.md' for more instructions and details.
  63. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  64. //io.Fonts->AddFontDefault();
  65. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  66. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  67. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  68. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  69. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  70. //IM_ASSERT(font != NULL);
  71. // Main loop
  72. while (true)
  73. {
  74. if (!MainLoopStep())
  75. break;
  76. }
  77. // Cleanup
  78. ImGui_ImplSDLRenderer_Shutdown();
  79. ImGui_ImplSDL2_Shutdown();
  80. ImGui::DestroyContext();
  81. SDL_DestroyRenderer(renderer);
  82. SDL_DestroyWindow(window);
  83. SDL_Quit();
  84. return 0;
  85. }
  86. bool MainLoopStep()
  87. {
  88. // Poll and handle events (inputs, window resize, etc.)
  89. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  90. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  91. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  92. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  93. SDL_Window* window = g_AppWindow;
  94. SDL_Renderer* renderer = g_AppWindowRenderer;
  95. SDL_Event event;
  96. while (SDL_PollEvent(&event))
  97. {
  98. ImGui_ImplSDL2_ProcessEvent(&event);
  99. if (event.type == SDL_QUIT)
  100. return false;
  101. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  102. return false;
  103. }
  104. // Start the Dear ImGui frame
  105. ImGuiIO& io = ImGui::GetIO();
  106. ImGui_ImplSDLRenderer_NewFrame();
  107. ImGui_ImplSDL2_NewFrame();
  108. ImGui::NewFrame();
  109. // Our state
  110. // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
  111. static bool show_demo_window = true;
  112. static bool show_another_window = false;
  113. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  114. // 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!).
  115. if (show_demo_window)
  116. ImGui::ShowDemoWindow(&show_demo_window);
  117. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  118. {
  119. static float f = 0.0f;
  120. static int counter = 0;
  121. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  122. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  123. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  124. ImGui::Checkbox("Another Window", &show_another_window);
  125. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  126. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  127. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  128. counter++;
  129. ImGui::SameLine();
  130. ImGui::Text("counter = %d", counter);
  131. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  132. ImGui::End();
  133. }
  134. // 3. Show another simple window.
  135. if (show_another_window)
  136. {
  137. 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)
  138. ImGui::Text("Hello from another window!");
  139. if (ImGui::Button("Close Me"))
  140. show_another_window = false;
  141. ImGui::End();
  142. }
  143. // Rendering
  144. ImGui::Render();
  145. SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
  146. SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
  147. SDL_RenderClear(renderer);
  148. ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
  149. SDL_RenderPresent(renderer);
  150. return true;
  151. }