main.cpp 11 KB

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  1. // ImGui - standalone example application for OpenGL 2, using fixed pipeline
  2. #ifdef _MSC_VER
  3. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
  4. #endif
  5. #ifdef __clang__
  6. #pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
  7. #endif
  8. #include "../../imgui.h"
  9. #include <stdio.h>
  10. // Glfw/Glew
  11. #define GLEW_STATIC
  12. #include <GL/glew.h>
  13. #include <GLFW/glfw3.h>
  14. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  15. static GLFWwindow* window;
  16. static bool mousePressed[2] = { false, false };
  17. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  18. // If text or lines are blurry when integrating ImGui in your engine:
  19. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  20. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
  21. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  22. {
  23. if (cmd_lists_count == 0)
  24. return;
  25. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  26. // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
  27. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
  28. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  29. glEnable(GL_BLEND);
  30. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  31. glDisable(GL_CULL_FACE);
  32. glDisable(GL_DEPTH_TEST);
  33. glEnable(GL_SCISSOR_TEST);
  34. glEnableClientState(GL_VERTEX_ARRAY);
  35. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  36. glEnableClientState(GL_COLOR_ARRAY);
  37. glEnable(GL_TEXTURE_2D);
  38. // Setup orthographic projection matrix
  39. const float width = ImGui::GetIO().DisplaySize.x;
  40. const float height = ImGui::GetIO().DisplaySize.y;
  41. glMatrixMode(GL_PROJECTION);
  42. glPushMatrix();
  43. glLoadIdentity();
  44. glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
  45. glMatrixMode(GL_MODELVIEW);
  46. glPushMatrix();
  47. glLoadIdentity();
  48. // Render command lists
  49. for (int n = 0; n < cmd_lists_count; n++)
  50. {
  51. const ImDrawList* cmd_list = cmd_lists[n];
  52. const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
  53. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
  54. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
  55. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
  56. int vtx_offset = 0;
  57. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  58. {
  59. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  60. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
  61. glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
  62. glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
  63. vtx_offset += pcmd->vtx_count;
  64. }
  65. }
  66. // Restore modified state
  67. glDisableClientState(GL_COLOR_ARRAY);
  68. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  69. glDisableClientState(GL_VERTEX_ARRAY);
  70. glMatrixMode(GL_MODELVIEW);
  71. glPopMatrix();
  72. glMatrixMode(GL_PROJECTION);
  73. glPopMatrix();
  74. glPopAttrib();
  75. }
  76. // NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
  77. static const char* ImImpl_GetClipboardTextFn()
  78. {
  79. return glfwGetClipboardString(window);
  80. }
  81. static void ImImpl_SetClipboardTextFn(const char* text)
  82. {
  83. glfwSetClipboardString(window, text);
  84. }
  85. // GLFW callbacks to get events
  86. static void glfw_error_callback(int error, const char* description)
  87. {
  88. fputs(description, stderr);
  89. }
  90. static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
  91. {
  92. if (action == GLFW_PRESS && button >= 0 && button < 2)
  93. mousePressed[button] = true;
  94. }
  95. static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
  96. {
  97. ImGuiIO& io = ImGui::GetIO();
  98. io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
  99. }
  100. static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
  101. {
  102. ImGuiIO& io = ImGui::GetIO();
  103. if (action == GLFW_PRESS)
  104. io.KeysDown[key] = true;
  105. if (action == GLFW_RELEASE)
  106. io.KeysDown[key] = false;
  107. io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
  108. io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
  109. }
  110. static void glfw_char_callback(GLFWwindow* window, unsigned int c)
  111. {
  112. if (c > 0 && c < 0x10000)
  113. ImGui::GetIO().AddInputCharacter((unsigned short)c);
  114. }
  115. void InitGL()
  116. {
  117. glfwSetErrorCallback(glfw_error_callback);
  118. if (!glfwInit())
  119. exit(1);
  120. window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
  121. glfwMakeContextCurrent(window);
  122. glfwSetKeyCallback(window, glfw_key_callback);
  123. glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
  124. glfwSetScrollCallback(window, glfw_scroll_callback);
  125. glfwSetCharCallback(window, glfw_char_callback);
  126. glewInit();
  127. }
  128. void LoadFontTexture(ImFont* font)
  129. {
  130. unsigned char* pixels;
  131. int width, height;
  132. font->GetTextureDataAlpha8(&pixels, &width, &height);
  133. GLuint tex_id;
  134. glGenTextures(1, &tex_id);
  135. glBindTexture(GL_TEXTURE_2D, tex_id);
  136. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  137. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  138. glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
  139. font->TexID = (void *)(intptr_t)tex_id;
  140. }
  141. void InitImGui()
  142. {
  143. ImGuiIO& io = ImGui::GetIO();
  144. io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
  145. io.PixelCenterOffset = 0.0f; // Align OpenGL texels
  146. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  147. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  148. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  149. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  150. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  151. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  152. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  153. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  154. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  155. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  156. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  157. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  158. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  159. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  160. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  161. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  162. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  163. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  164. io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
  165. io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
  166. // Load font (optionally load a custom TTF font)
  167. //io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
  168. //io.Font->DisplayOffset.y += 1.0f;
  169. LoadFontTexture(io.Font);
  170. }
  171. void UpdateImGui()
  172. {
  173. ImGuiIO& io = ImGui::GetIO();
  174. // Setup resolution (every frame to accommodate for window resizing)
  175. int w, h;
  176. int display_w, display_h;
  177. glfwGetWindowSize(window, &w, &h);
  178. glfwGetFramebufferSize(window, &display_w, &display_h);
  179. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  180. // Setup time step
  181. static double time = 0.0f;
  182. const double current_time = glfwGetTime();
  183. io.DeltaTime = (float)(current_time - time);
  184. time = current_time;
  185. // Setup inputs
  186. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  187. double mouse_x, mouse_y;
  188. glfwGetCursorPos(window, &mouse_x, &mouse_y);
  189. mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
  190. mouse_y *= (float)display_h / h;
  191. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  192. io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
  193. io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
  194. // Start the frame
  195. ImGui::NewFrame();
  196. }
  197. // Application code
  198. int main(int argc, char** argv)
  199. {
  200. InitGL();
  201. InitImGui();
  202. bool show_test_window = true;
  203. bool show_another_window = false;
  204. ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
  205. while (!glfwWindowShouldClose(window))
  206. {
  207. ImGuiIO& io = ImGui::GetIO();
  208. mousePressed[0] = mousePressed[1] = false;
  209. glfwPollEvents();
  210. UpdateImGui();
  211. // 1. Show a simple window
  212. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  213. {
  214. static float f;
  215. ImGui::Text("Hello, world!");
  216. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  217. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  218. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  219. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  220. // Calculate and show frame rate
  221. static float ms_per_frame[120] = { 0 };
  222. static int ms_per_frame_idx = 0;
  223. static float ms_per_frame_accum = 0.0f;
  224. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  225. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  226. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  227. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  228. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  229. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  230. }
  231. // 2. Show another simple window, this time using an explicit Begin/End pair
  232. if (show_another_window)
  233. {
  234. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  235. ImGui::Text("Hello");
  236. ImGui::End();
  237. }
  238. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  239. if (show_test_window)
  240. {
  241. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
  242. ImGui::ShowTestWindow(&show_test_window);
  243. }
  244. // Rendering
  245. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  246. glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
  247. glClear(GL_COLOR_BUFFER_BIT);
  248. ImGui::Render();
  249. glfwSwapBuffers(window);
  250. }
  251. // Cleanup
  252. ImGui::Shutdown();
  253. glfwTerminate();
  254. return 0;
  255. }