main.cpp 9.0 KB

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  1. // Dear ImGui: standalone example application for SDL3 + 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_sdl3.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #include <SDL3/SDL.h>
  10. #if defined(IMGUI_IMPL_OPENGL_ES2)
  11. #include <SDL3/SDL_opengles2.h>
  12. #else
  13. #include <SDL3/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_GAMEPAD) != 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. // Enable native IME.
  52. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  53. // Create window with graphics context
  54. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  55. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  56. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  57. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
  58. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  59. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  60. SDL_GL_MakeCurrent(window, gl_context);
  61. SDL_GL_SetSwapInterval(1); // Enable vsync
  62. // Setup Dear ImGui context
  63. IMGUI_CHECKVERSION();
  64. ImGui::CreateContext();
  65. ImGuiIO& io = ImGui::GetIO(); (void)io;
  66. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  67. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  68. // Setup Dear ImGui style
  69. ImGui::StyleColorsDark();
  70. //ImGui::StyleColorsLight();
  71. // Setup Platform/Renderer backends
  72. ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
  73. ImGui_ImplOpenGL3_Init(glsl_version);
  74. // Load Fonts
  75. // - 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.
  76. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  77. // - 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).
  78. // - 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.
  79. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  80. // - Read 'docs/FONTS.md' for more instructions and details.
  81. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  82. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  83. //io.Fonts->AddFontDefault();
  84. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  85. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  86. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  87. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  88. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  89. //IM_ASSERT(font != NULL);
  90. // Our state
  91. bool show_demo_window = true;
  92. bool show_another_window = false;
  93. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  94. // Main loop
  95. bool done = false;
  96. #ifdef __EMSCRIPTEN__
  97. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  98. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  99. io.IniFilename = NULL;
  100. EMSCRIPTEN_MAINLOOP_BEGIN
  101. #else
  102. while (!done)
  103. #endif
  104. {
  105. // Poll and handle events (inputs, window resize, etc.)
  106. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  107. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  108. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  109. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  110. SDL_Event event;
  111. while (SDL_PollEvent(&event))
  112. {
  113. ImGui_ImplSDL3_ProcessEvent(&event);
  114. if (event.type == SDL_EVENT_QUIT)
  115. done = true;
  116. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  117. done = true;
  118. }
  119. // Start the Dear ImGui frame
  120. ImGui_ImplOpenGL3_NewFrame();
  121. ImGui_ImplSDL3_NewFrame();
  122. ImGui::NewFrame();
  123. // 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!).
  124. if (show_demo_window)
  125. ImGui::ShowDemoWindow(&show_demo_window);
  126. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  127. {
  128. static float f = 0.0f;
  129. static int counter = 0;
  130. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  131. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  132. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  133. ImGui::Checkbox("Another Window", &show_another_window);
  134. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  135. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  136. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  137. counter++;
  138. ImGui::SameLine();
  139. ImGui::Text("counter = %d", counter);
  140. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  141. ImGui::End();
  142. }
  143. // 3. Show another simple window.
  144. if (show_another_window)
  145. {
  146. 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)
  147. ImGui::Text("Hello from another window!");
  148. if (ImGui::Button("Close Me"))
  149. show_another_window = false;
  150. ImGui::End();
  151. }
  152. // Rendering
  153. ImGui::Render();
  154. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  155. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  156. glClear(GL_COLOR_BUFFER_BIT);
  157. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  158. SDL_GL_SwapWindow(window);
  159. }
  160. #ifdef __EMSCRIPTEN__
  161. EMSCRIPTEN_MAINLOOP_END;
  162. #endif
  163. // Cleanup
  164. ImGui_ImplOpenGL3_Shutdown();
  165. ImGui_ImplSDL3_Shutdown();
  166. ImGui::DestroyContext();
  167. SDL_GL_DeleteContext(gl_context);
  168. SDL_DestroyWindow(window);
  169. SDL_Quit();
  170. return 0;
  171. }