main.cpp 4.7 KB

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  1. // ImGui - standalone example application for SDL2 + OpenGL
  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_sdl.h"
  5. #include <stdio.h>
  6. #include <SDL.h>
  7. #include <SDL_opengl.h>
  8. int main(int, char**)
  9. {
  10. // Setup SDL
  11. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  12. {
  13. printf("Error: %s\n", SDL_GetError());
  14. return -1;
  15. }
  16. // Setup window
  17. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  18. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  19. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  20. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  21. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  22. SDL_DisplayMode current;
  23. SDL_GetCurrentDisplayMode(0, &current);
  24. SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
  25. SDL_GLContext glcontext = SDL_GL_CreateContext(window);
  26. // Setup ImGui binding
  27. ImGui_ImplSdlGL2_Init(window);
  28. // Load Fonts
  29. // - 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.
  30. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  31. // - 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).
  32. // - 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.
  33. // - Read 'extra_fonts/README.txt' for more instructions and details.
  34. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  35. //ImGuiIO& io = ImGui::GetIO();
  36. //io.Fonts->AddFontDefault();
  37. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
  38. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  39. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  40. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  41. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  42. //IM_ASSERT(font != NULL);
  43. bool show_test_window = true;
  44. bool show_another_window = false;
  45. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  46. // Main loop
  47. bool done = false;
  48. while (!done)
  49. {
  50. SDL_Event event;
  51. while (SDL_PollEvent(&event))
  52. {
  53. ImGui_ImplSdlGL2_ProcessEvent(&event);
  54. if (event.type == SDL_QUIT)
  55. done = true;
  56. }
  57. ImGui_ImplSdlGL2_NewFrame(window);
  58. // 1. Show a simple window
  59. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  60. {
  61. static float f = 0.0f;
  62. ImGui::Text("Hello, world!");
  63. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  64. ImGui::ColorEdit3("clear color", (float*)&clear_color);
  65. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  66. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  67. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  68. }
  69. // 2. Show another simple window, this time using an explicit Begin/End pair
  70. if (show_another_window)
  71. {
  72. ImGui::Begin("Another Window", &show_another_window);
  73. ImGui::Text("Hello from another window!");
  74. ImGui::End();
  75. }
  76. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  77. if (show_test_window)
  78. {
  79. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
  80. ImGui::ShowTestWindow(&show_test_window);
  81. }
  82. // Rendering
  83. glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
  84. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  85. glClear(GL_COLOR_BUFFER_BIT);
  86. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  87. ImGui::Render();
  88. SDL_GL_SwapWindow(window);
  89. }
  90. // Cleanup
  91. ImGui_ImplSdlGL2_Shutdown();
  92. SDL_GL_DeleteContext(glcontext);
  93. SDL_DestroyWindow(window);
  94. SDL_Quit();
  95. return 0;
  96. }