main.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251
  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. // (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.)
  4. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  5. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  6. #include "imgui.h"
  7. #include "imgui_impl_sdl.h"
  8. #include "imgui_impl_opengl3.h"
  9. #include <stdio.h>
  10. #include <SDL.h>
  11. #if defined(IMGUI_IMPL_OPENGL_ES2)
  12. #include <GLES2/gl2.h>
  13. // About Desktop OpenGL function loaders:
  14. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  15. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  16. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  17. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  18. #include <GL/gl3w.h> // Initialize with gl3wInit()
  19. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  20. #include <GL/glew.h> // Initialize with glewInit()
  21. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  22. #include <glad/glad.h> // Initialize with gladLoadGL()
  23. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  24. #include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
  25. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  26. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  27. #include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
  28. #include <glbinding/gl/gl.h>
  29. using namespace gl;
  30. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  31. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  32. #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
  33. #include <glbinding/gl/gl.h>
  34. using namespace gl;
  35. #else
  36. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  37. #endif
  38. // Main code
  39. int main(int, char**)
  40. {
  41. // Setup SDL
  42. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  43. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  44. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  45. {
  46. printf("Error: %s\n", SDL_GetError());
  47. return -1;
  48. }
  49. // Decide GL+GLSL versions
  50. #if defined(IMGUI_IMPL_OPENGL_ES2)
  51. // GL ES 2.0 + GLSL 100
  52. const char* glsl_version = "#version 100";
  53. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  54. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  55. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  56. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  57. #elif defined(__APPLE__)
  58. // GL 3.2 Core + GLSL 150
  59. const char* glsl_version = "#version 150";
  60. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  61. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  62. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  63. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  64. #else
  65. // GL 3.0 + GLSL 130
  66. const char* glsl_version = "#version 130";
  67. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  68. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  69. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  70. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  71. #endif
  72. // Create window with graphics context
  73. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  74. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  75. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  76. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  77. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  78. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  79. SDL_GL_MakeCurrent(window, gl_context);
  80. SDL_GL_SetSwapInterval(1); // Enable vsync
  81. // Initialize OpenGL loader
  82. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  83. bool err = gl3wInit() != 0;
  84. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  85. bool err = glewInit() != GLEW_OK;
  86. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  87. bool err = gladLoadGL() == 0;
  88. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  89. bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
  90. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  91. bool err = false;
  92. glbinding::Binding::initialize();
  93. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  94. bool err = false;
  95. glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
  96. #else
  97. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  98. #endif
  99. if (err)
  100. {
  101. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  102. return 1;
  103. }
  104. // Setup Dear ImGui context
  105. IMGUI_CHECKVERSION();
  106. ImGui::CreateContext();
  107. ImGuiIO& io = ImGui::GetIO(); (void)io;
  108. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  109. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  110. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  111. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  112. //io.ConfigViewportsNoAutoMerge = true;
  113. //io.ConfigViewportsNoTaskBarIcon = true;
  114. // Setup Dear ImGui style
  115. ImGui::StyleColorsDark();
  116. //ImGui::StyleColorsClassic();
  117. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  118. ImGuiStyle& style = ImGui::GetStyle();
  119. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  120. {
  121. style.WindowRounding = 0.0f;
  122. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  123. }
  124. // Setup Platform/Renderer backends
  125. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  126. ImGui_ImplOpenGL3_Init(glsl_version);
  127. // Load Fonts
  128. // - 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.
  129. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  130. // - 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).
  131. // - 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.
  132. // - Read 'docs/FONTS.md' for more instructions and details.
  133. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  134. //io.Fonts->AddFontDefault();
  135. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  136. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  137. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  138. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  139. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  140. //IM_ASSERT(font != NULL);
  141. // Our state
  142. bool show_demo_window = true;
  143. bool show_another_window = false;
  144. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  145. // Main loop
  146. bool done = false;
  147. while (!done)
  148. {
  149. // Poll and handle events (inputs, window resize, etc.)
  150. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  151. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  152. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  153. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  154. SDL_Event event;
  155. while (SDL_PollEvent(&event))
  156. {
  157. ImGui_ImplSDL2_ProcessEvent(&event);
  158. if (event.type == SDL_QUIT)
  159. done = true;
  160. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  161. done = true;
  162. }
  163. // Start the Dear ImGui frame
  164. ImGui_ImplOpenGL3_NewFrame();
  165. ImGui_ImplSDL2_NewFrame();
  166. ImGui::NewFrame();
  167. // 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!).
  168. if (show_demo_window)
  169. ImGui::ShowDemoWindow(&show_demo_window);
  170. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  171. {
  172. static float f = 0.0f;
  173. static int counter = 0;
  174. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  175. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  176. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  177. ImGui::Checkbox("Another Window", &show_another_window);
  178. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  179. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  180. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  181. counter++;
  182. ImGui::SameLine();
  183. ImGui::Text("counter = %d", counter);
  184. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  185. ImGui::End();
  186. }
  187. // 3. Show another simple window.
  188. if (show_another_window)
  189. {
  190. 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)
  191. ImGui::Text("Hello from another window!");
  192. if (ImGui::Button("Close Me"))
  193. show_another_window = false;
  194. ImGui::End();
  195. }
  196. // Rendering
  197. ImGui::Render();
  198. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  199. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  200. glClear(GL_COLOR_BUFFER_BIT);
  201. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  202. // Update and Render additional Platform Windows
  203. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  204. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  205. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  206. {
  207. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  208. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  209. ImGui::UpdatePlatformWindows();
  210. ImGui::RenderPlatformWindowsDefault();
  211. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  212. }
  213. SDL_GL_SwapWindow(window);
  214. }
  215. // Cleanup
  216. ImGui_ImplOpenGL3_Shutdown();
  217. ImGui_ImplSDL2_Shutdown();
  218. ImGui::DestroyContext();
  219. SDL_GL_DeleteContext(gl_context);
  220. SDL_DestroyWindow(window);
  221. SDL_Quit();
  222. return 0;
  223. }