main.cpp 9.1 KB

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  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. // 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. #include "imgui.h"
  6. #include "imgui_impl_sdl2.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #include <SDL.h>
  10. #if defined(IMGUI_IMPL_OPENGL_ES2)
  11. #include <SDL_opengles2.h>
  12. #else
  13. #include <SDL_opengl.h>
  14. #endif
  15. // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
  16. #ifdef __EMSCRIPTEN__
  17. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  18. #endif
  19. // Main code
  20. int main(int, char**)
  21. {
  22. // Setup SDL
  23. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  24. {
  25. printf("Error: %s\n", SDL_GetError());
  26. return -1;
  27. }
  28. // Decide GL+GLSL versions
  29. #if defined(IMGUI_IMPL_OPENGL_ES2)
  30. // GL ES 2.0 + GLSL 100
  31. const char* glsl_version = "#version 100";
  32. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  33. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  34. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  36. #elif defined(__APPLE__)
  37. // GL 3.2 Core + GLSL 150
  38. const char* glsl_version = "#version 150";
  39. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  40. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  41. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  42. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  43. #else
  44. // GL 3.0 + GLSL 130
  45. const char* glsl_version = "#version 130";
  46. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  47. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  48. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  49. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  50. #endif
  51. // From 2.0.18: Enable native IME.
  52. #ifdef SDL_HINT_IME_SHOW_UI
  53. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  54. #endif
  55. // Create window with graphics context
  56. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  57. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  58. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  59. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  60. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  61. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  62. SDL_GL_MakeCurrent(window, gl_context);
  63. SDL_GL_SetSwapInterval(1); // Enable vsync
  64. // Setup Dear ImGui context
  65. IMGUI_CHECKVERSION();
  66. ImGui::CreateContext();
  67. ImGuiIO& io = ImGui::GetIO(); (void)io;
  68. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  69. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  70. // Setup Dear ImGui style
  71. ImGui::StyleColorsDark();
  72. //ImGui::StyleColorsLight();
  73. // Setup Platform/Renderer backends
  74. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  75. ImGui_ImplOpenGL3_Init(glsl_version);
  76. // Load Fonts
  77. // - 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.
  78. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  79. // - 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).
  80. // - 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.
  81. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  82. // - Read 'docs/FONTS.md' for more instructions and details.
  83. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  84. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  85. //io.Fonts->AddFontDefault();
  86. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  87. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  88. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  89. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  90. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  91. //IM_ASSERT(font != NULL);
  92. // Our state
  93. bool show_demo_window = true;
  94. bool show_another_window = false;
  95. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  96. // Main loop
  97. bool done = false;
  98. #ifdef __EMSCRIPTEN__
  99. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  100. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  101. io.IniFilename = NULL;
  102. EMSCRIPTEN_MAINLOOP_BEGIN
  103. #else
  104. while (!done)
  105. #endif
  106. {
  107. // Poll and handle events (inputs, window resize, etc.)
  108. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  109. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  110. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  111. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  112. SDL_Event event;
  113. while (SDL_PollEvent(&event))
  114. {
  115. ImGui_ImplSDL2_ProcessEvent(&event);
  116. if (event.type == SDL_QUIT)
  117. done = true;
  118. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  119. done = true;
  120. }
  121. // Start the Dear ImGui frame
  122. ImGui_ImplOpenGL3_NewFrame();
  123. ImGui_ImplSDL2_NewFrame();
  124. ImGui::NewFrame();
  125. // 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!).
  126. if (show_demo_window)
  127. ImGui::ShowDemoWindow(&show_demo_window);
  128. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  129. {
  130. static float f = 0.0f;
  131. static int counter = 0;
  132. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  133. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  134. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  135. ImGui::Checkbox("Another Window", &show_another_window);
  136. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  137. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  138. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  139. counter++;
  140. ImGui::SameLine();
  141. ImGui::Text("counter = %d", counter);
  142. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  143. ImGui::End();
  144. }
  145. // 3. Show another simple window.
  146. if (show_another_window)
  147. {
  148. 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)
  149. ImGui::Text("Hello from another window!");
  150. if (ImGui::Button("Close Me"))
  151. show_another_window = false;
  152. ImGui::End();
  153. }
  154. // Rendering
  155. ImGui::Render();
  156. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  157. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  158. glClear(GL_COLOR_BUFFER_BIT);
  159. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  160. SDL_GL_SwapWindow(window);
  161. }
  162. #ifdef __EMSCRIPTEN__
  163. EMSCRIPTEN_MAINLOOP_END;
  164. #endif
  165. // Cleanup
  166. ImGui_ImplOpenGL3_Shutdown();
  167. ImGui_ImplSDL2_Shutdown();
  168. ImGui::DestroyContext();
  169. SDL_GL_DeleteContext(gl_context);
  170. SDL_DestroyWindow(window);
  171. SDL_Quit();
  172. return 0;
  173. }