main.cpp 4.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596
  1. // ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include <imgui.h>
  4. #include "imgui_impl_glfw.h"
  5. #include <stdio.h>
  6. #include <GLFW/glfw3.h>
  7. static void error_callback(int error, const char* description)
  8. {
  9. fprintf(stderr, "Error %d: %s\n", error, description);
  10. }
  11. int main(int, char**)
  12. {
  13. // Setup window
  14. glfwSetErrorCallback(error_callback);
  15. if (!glfwInit())
  16. return 1;
  17. GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
  18. glfwMakeContextCurrent(window);
  19. glfwSwapInterval(1); // Enable vsync
  20. // Setup ImGui binding
  21. ImGui_ImplGlfwGL2_Init(window, true);
  22. // Load Fonts
  23. // - 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.
  24. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  25. // - 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).
  26. // - 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.
  27. // - Read 'extra_fonts/README.txt' for more instructions and details.
  28. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  29. //ImGuiIO& io = ImGui::GetIO();
  30. //io.Fonts->AddFontDefault();
  31. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
  32. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  33. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  34. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  35. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  36. //IM_ASSERT(font != NULL);
  37. bool show_test_window = true;
  38. bool show_another_window = false;
  39. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  40. // Main loop
  41. while (!glfwWindowShouldClose(window))
  42. {
  43. glfwPollEvents();
  44. ImGui_ImplGlfwGL2_NewFrame();
  45. // 1. Show a simple window
  46. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  47. {
  48. static float f = 0.0f;
  49. ImGui::Text("Hello, world!");
  50. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  51. ImGui::ColorEdit3("clear color", (float*)&clear_color);
  52. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  53. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  54. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  55. }
  56. // 2. Show another simple window, this time using an explicit Begin/End pair
  57. if (show_another_window)
  58. {
  59. ImGui::Begin("Another Window", &show_another_window);
  60. ImGui::Text("Hello from another window!");
  61. ImGui::End();
  62. }
  63. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  64. if (show_test_window)
  65. {
  66. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
  67. ImGui::ShowTestWindow(&show_test_window);
  68. }
  69. // Rendering
  70. int display_w, display_h;
  71. glfwGetFramebufferSize(window, &display_w, &display_h);
  72. glViewport(0, 0, display_w, display_h);
  73. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  74. glClear(GL_COLOR_BUFFER_BIT);
  75. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  76. ImGui::Render();
  77. glfwSwapBuffers(window);
  78. }
  79. // Cleanup
  80. ImGui_ImplGlfwGL2_Shutdown();
  81. glfwTerminate();
  82. return 0;
  83. }