main.cpp 8.5 KB

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  1. // Dear ImGui: standalone example application for SDL2 + SDL_Renderer
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. // Important to understand: SDL_Renderer is an _optional_ component of SDL2.
  9. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  10. #include "imgui.h"
  11. #include "imgui_impl_sdl2.h"
  12. #include "imgui_impl_sdlrenderer2.h"
  13. #include <stdio.h>
  14. #include <SDL.h>
  15. #ifdef _WIN32
  16. #include <windows.h> // SetProcessDPIAware()
  17. #endif
  18. #if !SDL_VERSION_ATLEAST(2,0,17)
  19. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  20. #endif
  21. // Main code
  22. int main(int, char**)
  23. {
  24. // Setup SDL
  25. #ifdef _WIN32
  26. ::SetProcessDPIAware();
  27. #endif
  28. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  29. {
  30. printf("Error: %s\n", SDL_GetError());
  31. return -1;
  32. }
  33. // From 2.0.18: Enable native IME.
  34. #ifdef SDL_HINT_IME_SHOW_UI
  35. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  36. #endif
  37. // Create window with SDL_Renderer graphics context
  38. float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
  39. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  40. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
  41. if (window == nullptr)
  42. {
  43. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  44. return -1;
  45. }
  46. SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
  47. if (renderer == nullptr)
  48. {
  49. SDL_Log("Error creating SDL_Renderer!");
  50. return -1;
  51. }
  52. //SDL_RendererInfo info;
  53. //SDL_GetRendererInfo(renderer, &info);
  54. //SDL_Log("Current SDL_Renderer: %s", info.name);
  55. // Setup Dear ImGui context
  56. IMGUI_CHECKVERSION();
  57. ImGui::CreateContext();
  58. ImGuiIO& io = ImGui::GetIO(); (void)io;
  59. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  60. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  61. // Setup Dear ImGui style
  62. ImGui::StyleColorsDark();
  63. //ImGui::StyleColorsLight();
  64. // Setup scaling
  65. ImGuiStyle& style = ImGui::GetStyle();
  66. style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
  67. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  68. // Setup Platform/Renderer backends
  69. ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
  70. ImGui_ImplSDLRenderer2_Init(renderer);
  71. // Load Fonts
  72. // - 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.
  73. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  74. // - 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).
  75. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  76. // - Read 'docs/FONTS.md' for more instructions and details.
  77. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  78. //io.Fonts->AddFontDefault();
  79. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  80. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  81. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  82. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  83. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
  84. //IM_ASSERT(font != nullptr);
  85. // Our state
  86. bool show_demo_window = true;
  87. bool show_another_window = false;
  88. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  89. // Main loop
  90. bool done = false;
  91. while (!done)
  92. {
  93. // Poll and handle events (inputs, window resize, etc.)
  94. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  95. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  96. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  97. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  98. SDL_Event event;
  99. while (SDL_PollEvent(&event))
  100. {
  101. ImGui_ImplSDL2_ProcessEvent(&event);
  102. if (event.type == SDL_QUIT)
  103. done = true;
  104. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  105. done = true;
  106. }
  107. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  108. {
  109. SDL_Delay(10);
  110. continue;
  111. }
  112. // Start the Dear ImGui frame
  113. ImGui_ImplSDLRenderer2_NewFrame();
  114. ImGui_ImplSDL2_NewFrame();
  115. ImGui::NewFrame();
  116. // 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!).
  117. if (show_demo_window)
  118. ImGui::ShowDemoWindow(&show_demo_window);
  119. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  120. {
  121. static float f = 0.0f;
  122. static int counter = 0;
  123. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  124. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  125. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  126. ImGui::Checkbox("Another Window", &show_another_window);
  127. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  128. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  129. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  130. counter++;
  131. ImGui::SameLine();
  132. ImGui::Text("counter = %d", counter);
  133. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  134. ImGui::End();
  135. }
  136. // 3. Show another simple window.
  137. if (show_another_window)
  138. {
  139. 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)
  140. ImGui::Text("Hello from another window!");
  141. if (ImGui::Button("Close Me"))
  142. show_another_window = false;
  143. ImGui::End();
  144. }
  145. // Rendering
  146. ImGui::Render();
  147. SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
  148. SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
  149. SDL_RenderClear(renderer);
  150. ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
  151. SDL_RenderPresent(renderer);
  152. }
  153. // Cleanup
  154. ImGui_ImplSDLRenderer2_Shutdown();
  155. ImGui_ImplSDL2_Shutdown();
  156. ImGui::DestroyContext();
  157. SDL_DestroyRenderer(renderer);
  158. SDL_DestroyWindow(window);
  159. SDL_Quit();
  160. return 0;
  161. }