main.cpp 11 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. // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
  4. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  5. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  6. #include "imgui.h"
  7. #include "imgui_impl_sdl.h"
  8. #include "imgui_impl_opengl3.h"
  9. #include <stdio.h>
  10. #include <SDL.h>
  11. #if defined(IMGUI_IMPL_OPENGL_ES2)
  12. #include <GLES2/gl2.h>
  13. // About Desktop OpenGL function loaders:
  14. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  15. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  16. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  17. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  18. #include <GL/gl3w.h> // Initialize with gl3wInit()
  19. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  20. #include <GL/glew.h> // Initialize with glewInit()
  21. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  22. #include <glad/glad.h> // Initialize with gladLoadGL()
  23. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  24. #include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
  25. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  26. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  27. #include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
  28. #include <glbinding/gl/gl.h>
  29. using namespace gl;
  30. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  31. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  32. #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
  33. #include <glbinding/gl/gl.h>
  34. using namespace gl;
  35. #else
  36. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  37. #endif
  38. // Main code
  39. int main(int, char**)
  40. {
  41. // Setup SDL
  42. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  43. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  44. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  45. {
  46. printf("Error: %s\n", SDL_GetError());
  47. return -1;
  48. }
  49. // Decide GL+GLSL versions
  50. #if defined(IMGUI_IMPL_OPENGL_ES2)
  51. // GL ES 2.0 + GLSL 100
  52. const char* glsl_version = "#version 100";
  53. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  54. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  55. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  56. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  57. #elif defined(__APPLE__)
  58. // GL 3.2 Core + GLSL 150
  59. const char* glsl_version = "#version 150";
  60. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  61. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  62. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  63. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  64. #else
  65. // GL 3.0 + GLSL 130
  66. const char* glsl_version = "#version 130";
  67. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  68. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  69. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  70. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  71. #endif
  72. // Create window with graphics context
  73. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  74. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  75. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  76. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  77. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  78. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  79. SDL_GL_MakeCurrent(window, gl_context);
  80. SDL_GL_SetSwapInterval(1); // Enable vsync
  81. // Initialize OpenGL loader
  82. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  83. bool err = gl3wInit() != 0;
  84. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  85. bool err = glewInit() != GLEW_OK;
  86. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  87. bool err = gladLoadGL() == 0;
  88. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  89. bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
  90. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  91. bool err = false;
  92. glbinding::Binding::initialize();
  93. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  94. bool err = false;
  95. glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
  96. #else
  97. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  98. #endif
  99. if (err)
  100. {
  101. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  102. return 1;
  103. }
  104. // Setup Dear ImGui context
  105. IMGUI_CHECKVERSION();
  106. ImGui::CreateContext();
  107. ImGuiIO& io = ImGui::GetIO(); (void)io;
  108. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  109. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  110. // Setup Dear ImGui style
  111. ImGui::StyleColorsDark();
  112. //ImGui::StyleColorsClassic();
  113. // Setup Platform/Renderer backends
  114. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  115. ImGui_ImplOpenGL3_Init(glsl_version);
  116. // Load Fonts
  117. // - 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.
  118. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  119. // - 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).
  120. // - 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.
  121. // - Read 'docs/FONTS.md' for more instructions and details.
  122. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  123. //io.Fonts->AddFontDefault();
  124. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  125. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  126. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  127. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  128. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  129. //IM_ASSERT(font != NULL);
  130. // Our state
  131. bool show_demo_window = true;
  132. bool show_another_window = false;
  133. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  134. // Main loop
  135. bool done = false;
  136. while (!done)
  137. {
  138. // Poll and handle events (inputs, window resize, etc.)
  139. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  140. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  141. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  142. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  143. SDL_Event event;
  144. while (SDL_PollEvent(&event))
  145. {
  146. ImGui_ImplSDL2_ProcessEvent(&event);
  147. if (event.type == SDL_QUIT)
  148. done = true;
  149. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  150. done = true;
  151. }
  152. // Start the Dear ImGui frame
  153. ImGui_ImplOpenGL3_NewFrame();
  154. ImGui_ImplSDL2_NewFrame(window);
  155. ImGui::NewFrame();
  156. // 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!).
  157. if (show_demo_window)
  158. ImGui::ShowDemoWindow(&show_demo_window);
  159. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  160. {
  161. static float f = 0.0f;
  162. static int counter = 0;
  163. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  164. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  165. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  166. ImGui::Checkbox("Another Window", &show_another_window);
  167. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  168. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  169. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  170. counter++;
  171. ImGui::SameLine();
  172. ImGui::Text("counter = %d", counter);
  173. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  174. ImGui::End();
  175. }
  176. // 3. Show another simple window.
  177. if (show_another_window)
  178. {
  179. 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)
  180. ImGui::Text("Hello from another window!");
  181. if (ImGui::Button("Close Me"))
  182. show_another_window = false;
  183. ImGui::End();
  184. }
  185. // Rendering
  186. ImGui::Render();
  187. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  188. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  189. glClear(GL_COLOR_BUFFER_BIT);
  190. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  191. SDL_GL_SwapWindow(window);
  192. }
  193. // Cleanup
  194. ImGui_ImplOpenGL3_Shutdown();
  195. ImGui_ImplSDL2_Shutdown();
  196. ImGui::DestroyContext();
  197. SDL_GL_DeleteContext(gl_context);
  198. SDL_DestroyWindow(window);
  199. SDL_Quit();
  200. return 0;
  201. }