main.cpp 9.4 KB

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  1. // dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
  2. // If you are new to dear 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. #include "imgui.h"
  5. #include "imgui_impl_glfw.h"
  6. #include "imgui_impl_opengl3.h"
  7. #include <stdio.h>
  8. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
  9. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
  10. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  11. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  12. #include <GL/gl3w.h> // Initialize with gl3wInit()
  13. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  14. #include <GL/glew.h> // Initialize with glewInit()
  15. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  16. #include <glad/glad.h> // Initialize with gladLoadGL()
  17. #else
  18. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  19. #endif
  20. // Include glfw3.h after our OpenGL definitions
  21. #include <GLFW/glfw3.h>
  22. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  23. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  24. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
  25. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  26. #pragma comment(lib, "legacy_stdio_definitions")
  27. #endif
  28. static void glfw_error_callback(int error, const char* description)
  29. {
  30. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  31. }
  32. int main(int, char**)
  33. {
  34. // Setup window
  35. glfwSetErrorCallback(glfw_error_callback);
  36. if (!glfwInit())
  37. return 1;
  38. // Decide GL+GLSL versions
  39. #if __APPLE__
  40. // GL 3.2 + GLSL 150
  41. const char* glsl_version = "#version 150";
  42. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  43. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  44. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  45. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  46. #else
  47. // GL 3.0 + GLSL 130
  48. const char* glsl_version = "#version 130";
  49. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  50. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  51. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  52. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  53. #endif
  54. // Create window with graphics context
  55. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
  56. if (window == NULL)
  57. return 1;
  58. glfwMakeContextCurrent(window);
  59. glfwSwapInterval(1); // Enable vsync
  60. // Initialize OpenGL loader
  61. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  62. bool err = gl3wInit() != 0;
  63. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  64. bool err = glewInit() != GLEW_OK;
  65. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  66. bool err = gladLoadGL() == 0;
  67. #else
  68. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  69. #endif
  70. if (err)
  71. {
  72. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  73. return 1;
  74. }
  75. // Setup Dear ImGui context
  76. IMGUI_CHECKVERSION();
  77. ImGui::CreateContext();
  78. ImGuiIO& io = ImGui::GetIO(); (void)io;
  79. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  80. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  81. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  82. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  83. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  84. // Setup Platform/Renderer bindings
  85. ImGui_ImplGlfw_InitForOpenGL(window, true);
  86. ImGui_ImplOpenGL3_Init(glsl_version);
  87. // Setup Style
  88. ImGui::GetStyle().WindowRounding = 0.0f;
  89. ImGui::StyleColorsDark();
  90. //ImGui::StyleColorsClassic();
  91. // Load Fonts
  92. // - 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.
  93. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  94. // - 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).
  95. // - 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.
  96. // - Read 'misc/fonts/README.txt' for more instructions and details.
  97. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  98. //io.Fonts->AddFontDefault();
  99. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  100. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  101. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  102. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  103. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  104. //IM_ASSERT(font != NULL);
  105. bool show_demo_window = true;
  106. bool show_another_window = false;
  107. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  108. // Main loop
  109. while (!glfwWindowShouldClose(window))
  110. {
  111. // Poll and handle events (inputs, window resize, etc.)
  112. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  113. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  114. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  115. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  116. glfwPollEvents();
  117. // Start the Dear ImGui frame
  118. ImGui_ImplOpenGL3_NewFrame();
  119. ImGui_ImplGlfw_NewFrame();
  120. ImGui::NewFrame();
  121. // 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!).
  122. if (show_demo_window)
  123. ImGui::ShowDemoWindow(&show_demo_window);
  124. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  125. {
  126. static float f = 0.0f;
  127. static int counter = 0;
  128. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  129. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  130. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  131. ImGui::Checkbox("Another Window", &show_another_window);
  132. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  133. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  134. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  135. counter++;
  136. ImGui::SameLine();
  137. ImGui::Text("counter = %d", counter);
  138. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  139. ImGui::End();
  140. }
  141. // 3. Show another simple window.
  142. if (show_another_window)
  143. {
  144. 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)
  145. ImGui::Text("Hello from another window!");
  146. if (ImGui::Button("Close Me"))
  147. show_another_window = false;
  148. ImGui::End();
  149. }
  150. // Rendering
  151. ImGui::Render();
  152. int display_w, display_h;
  153. glfwMakeContextCurrent(window);
  154. glfwGetFramebufferSize(window, &display_w, &display_h);
  155. glViewport(0, 0, display_w, display_h);
  156. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  157. glClear(GL_COLOR_BUFFER_BIT);
  158. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  159. // Update and Render additional Platform Windows
  160. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  161. {
  162. ImGui::UpdatePlatformWindows();
  163. ImGui::RenderPlatformWindowsDefault();
  164. }
  165. glfwMakeContextCurrent(window);
  166. glfwSwapBuffers(window);
  167. }
  168. // Cleanup
  169. ImGui_ImplOpenGL3_Shutdown();
  170. ImGui_ImplGlfw_Shutdown();
  171. ImGui::DestroyContext();
  172. glfwDestroyWindow(window);
  173. glfwTerminate();
  174. return 0;
  175. }