main.cpp 8.1 KB

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  1. // Dear ImGui: standalone example application for SDL3 + 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 SDL3.
  6. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  7. #include "imgui.h"
  8. #include "imgui_impl_sdl3.h"
  9. #include "imgui_impl_sdlrenderer3.h"
  10. #include <stdio.h>
  11. #include <SDL3/SDL.h>
  12. #if defined(IMGUI_IMPL_OPENGL_ES2)
  13. #include <SDL3/SDL_opengles2.h>
  14. #else
  15. #include <SDL3/SDL_opengl.h>
  16. #endif
  17. // Main code
  18. int main(int, char**)
  19. {
  20. // Setup SDL
  21. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
  22. {
  23. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  24. return -1;
  25. }
  26. // Enable native IME.
  27. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  28. // Create window with SDL_Renderer graphics context
  29. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN);
  30. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
  31. if (window == nullptr)
  32. {
  33. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  34. return -1;
  35. }
  36. SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
  37. if (renderer == nullptr)
  38. {
  39. SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
  40. return -1;
  41. }
  42. SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
  43. SDL_ShowWindow(window);
  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_ImplSDL3_InitForSDLRenderer(window, renderer);
  55. ImGui_ImplSDLRenderer3_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 a nullptr. 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. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  65. //io.Fonts->AddFontDefault();
  66. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  67. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  68. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  69. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  70. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  71. //IM_ASSERT(font != nullptr);
  72. // Our state
  73. bool show_demo_window = true;
  74. bool show_another_window = false;
  75. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  76. // Main loop
  77. bool done = false;
  78. #ifdef __EMSCRIPTEN__
  79. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  80. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  81. io.IniFilename = nullptr;
  82. EMSCRIPTEN_MAINLOOP_BEGIN
  83. #else
  84. while (!done)
  85. #endif
  86. {
  87. // Poll and handle events (inputs, window resize, etc.)
  88. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  89. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  90. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  91. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  92. SDL_Event event;
  93. while (SDL_PollEvent(&event))
  94. {
  95. ImGui_ImplSDL3_ProcessEvent(&event);
  96. if (event.type == SDL_EVENT_QUIT)
  97. done = true;
  98. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  99. done = true;
  100. }
  101. // Start the Dear ImGui frame
  102. ImGui_ImplSDLRenderer3_NewFrame();
  103. ImGui_ImplSDL3_NewFrame();
  104. ImGui::NewFrame();
  105. // 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!).
  106. if (show_demo_window)
  107. ImGui::ShowDemoWindow(&show_demo_window);
  108. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  109. {
  110. static float f = 0.0f;
  111. static int counter = 0;
  112. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  113. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  114. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  115. ImGui::Checkbox("Another Window", &show_another_window);
  116. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  117. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  118. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  119. counter++;
  120. ImGui::SameLine();
  121. ImGui::Text("counter = %d", counter);
  122. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  123. ImGui::End();
  124. }
  125. // 3. Show another simple window.
  126. if (show_another_window)
  127. {
  128. 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)
  129. ImGui::Text("Hello from another window!");
  130. if (ImGui::Button("Close Me"))
  131. show_another_window = false;
  132. ImGui::End();
  133. }
  134. // Rendering
  135. ImGui::Render();
  136. //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
  137. SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
  138. SDL_RenderClear(renderer);
  139. ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
  140. SDL_RenderPresent(renderer);
  141. }
  142. // Cleanup
  143. ImGui_ImplSDLRenderer3_Shutdown();
  144. ImGui_ImplSDL3_Shutdown();
  145. ImGui::DestroyContext();
  146. SDL_DestroyRenderer(renderer);
  147. SDL_DestroyWindow(window);
  148. SDL_Quit();
  149. return 0;
  150. }