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- // ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
- // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
- // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
- // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
- // **Prefer using the code in the opengl3_example/ folder**
- // See imgui_impl_glfw.cpp for details.
- #include "imgui.h"
- #include "imgui_impl_glfw_gl2.h"
- #include <stdio.h>
- #include <GLFW/glfw3.h>
- static void error_callback(int error, const char* description)
- {
- fprintf(stderr, "Error %d: %s\n", error, description);
- }
- int main(int, char**)
- {
- // Setup window
- glfwSetErrorCallback(error_callback);
- if (!glfwInit())
- return 1;
- GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
- glfwMakeContextCurrent(window);
- glfwSwapInterval(1); // Enable vsync
- // Setup ImGui binding
- ImGui_ImplGlfwGL2_Init(window, true);
- // Setup style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
- // Load Fonts
- // - 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.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
- // - 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).
- // - 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.
- // - Read 'misc/fonts/README.txt' for more instructions and details.
- // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
- //ImGuiIO& io = ImGui::GetIO();
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
- //IM_ASSERT(font != NULL);
- bool show_demo_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
- // Main loop
- while (!glfwWindowShouldClose(window))
- {
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- glfwPollEvents();
- ImGui_ImplGlfwGL2_NewFrame();
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
- ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &show_another_window);
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- }
- // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
- if (show_another_window)
- {
- ImGui::Begin("Another Window", &show_another_window);
- ImGui::Text("Hello from another window!");
- if (ImGui::Button("Close Me"))
- show_another_window = false;
- ImGui::End();
- }
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (show_demo_window)
- {
- 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!
- ImGui::ShowDemoWindow(&show_demo_window);
- }
- // Rendering
- int display_w, display_h;
- glfwGetFramebufferSize(window, &display_w, &display_h);
- glViewport(0, 0, display_w, display_h);
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
- glClear(GL_COLOR_BUFFER_BIT);
- //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.
- ImGui::Render();
- glfwSwapBuffers(window);
- }
- // Cleanup
- ImGui_ImplGlfwGL2_Shutdown();
- glfwTerminate();
- return 0;
- }
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