main.cpp 6.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127
  1. // ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  5. // **Prefer using the code in the opengl3_example/ folder**
  6. // See imgui_impl_glfw.cpp for details.
  7. #include "imgui.h"
  8. #include "../imgui_impl_glfw.h"
  9. #include "../imgui_impl_opengl2.h"
  10. #include <stdio.h>
  11. #include <GLFW/glfw3.h>
  12. static void error_callback(int error, const char* description)
  13. {
  14. fprintf(stderr, "Error %d: %s\n", error, description);
  15. }
  16. int main(int, char**)
  17. {
  18. // Setup window
  19. glfwSetErrorCallback(error_callback);
  20. if (!glfwInit())
  21. return 1;
  22. GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
  23. glfwMakeContextCurrent(window);
  24. glfwSwapInterval(1); // Enable vsync
  25. // Setup ImGui binding
  26. ImGui::CreateContext();
  27. ImGuiIO& io = ImGui::GetIO(); (void)io;
  28. ImGui_ImplGlfw_Init(window, true);
  29. ImGui_ImplOpenGL2_Init();
  30. //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
  31. // Setup style
  32. ImGui::StyleColorsDark();
  33. //ImGui::StyleColorsClassic();
  34. // Load Fonts
  35. // - 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.
  36. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  37. // - 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).
  38. // - 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.
  39. // - Read 'misc/fonts/README.txt' for more instructions and details.
  40. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  41. //io.Fonts->AddFontDefault();
  42. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  43. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  44. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  45. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  46. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  47. //IM_ASSERT(font != NULL);
  48. bool show_demo_window = true;
  49. bool show_another_window = false;
  50. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  51. // Main loop
  52. while (!glfwWindowShouldClose(window))
  53. {
  54. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  55. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  56. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  57. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  58. glfwPollEvents();
  59. ImGui_ImplOpenGL2_NewFrame();
  60. ImGui_ImplGlfw_NewFrame();
  61. // 1. Show a simple window.
  62. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  63. {
  64. static float f = 0.0f;
  65. static int counter = 0;
  66. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  67. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  68. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  69. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  70. ImGui::Checkbox("Another Window", &show_another_window);
  71. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  72. counter++;
  73. ImGui::SameLine();
  74. ImGui::Text("counter = %d", counter);
  75. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  76. }
  77. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  78. if (show_another_window)
  79. {
  80. ImGui::Begin("Another Window", &show_another_window);
  81. ImGui::Text("Hello from another window!");
  82. if (ImGui::Button("Close Me"))
  83. show_another_window = false;
  84. ImGui::End();
  85. }
  86. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  87. if (show_demo_window)
  88. {
  89. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  90. ImGui::ShowDemoWindow(&show_demo_window);
  91. }
  92. // Rendering
  93. int display_w, display_h;
  94. glfwGetFramebufferSize(window, &display_w, &display_h);
  95. glViewport(0, 0, display_w, display_h);
  96. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  97. glClear(GL_COLOR_BUFFER_BIT);
  98. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
  99. ImGui::Render();
  100. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  101. glfwSwapBuffers(window);
  102. }
  103. // Cleanup
  104. ImGui_ImplOpenGL2_Shutdown();
  105. ImGui_ImplGlfw_Shutdown();
  106. ImGui::DestroyContext();
  107. glfwTerminate();
  108. return 0;
  109. }