main.cpp 9.3 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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. // This example can also compile and run with Emscripten. See Makefile.emscripten for details.
  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 <SDL_opengles2.h>
  13. #else
  14. #include <SDL_opengl.h>
  15. #endif
  16. // Data
  17. static SDL_Window* g_AppWindow = NULL;
  18. // Forward declarations of helper functions
  19. bool MainLoopStep();
  20. #ifdef __EMSCRIPTEN__
  21. #include <emscripten.h>
  22. void MainLoopForEmscripten(void*) { MainLoopStep(); }
  23. #endif
  24. // Main code
  25. int main(int, char**)
  26. {
  27. // Setup SDL
  28. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  29. {
  30. printf("Error: %s\n", SDL_GetError());
  31. return -1;
  32. }
  33. // Decide GL+GLSL versions
  34. #if defined(IMGUI_IMPL_OPENGL_ES2)
  35. // GL ES 2.0 + GLSL 100
  36. const char* glsl_version = "#version 100";
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  38. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  39. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  40. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  41. #elif defined(__APPLE__)
  42. // GL 3.2 Core + GLSL 150
  43. const char* glsl_version = "#version 150";
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  45. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  46. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  47. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  48. #else
  49. // GL 3.0 + GLSL 130
  50. const char* glsl_version = "#version 130";
  51. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  52. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  53. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  54. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  55. #endif
  56. // Create window with graphics context
  57. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  58. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  59. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  60. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  61. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  62. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  63. SDL_GL_MakeCurrent(window, gl_context);
  64. SDL_GL_SetSwapInterval(1); // Enable vsync
  65. g_AppWindow = window;
  66. // Setup Dear ImGui context
  67. IMGUI_CHECKVERSION();
  68. ImGui::CreateContext();
  69. ImGuiIO& io = ImGui::GetIO(); (void)io;
  70. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  71. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  72. // Setup Dear ImGui style
  73. ImGui::StyleColorsDark();
  74. //ImGui::StyleColorsLight();
  75. // Setup Platform/Renderer backends
  76. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  77. ImGui_ImplOpenGL3_Init(glsl_version);
  78. // Load Fonts
  79. // - 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.
  80. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  81. // - 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).
  82. // - 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.
  83. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  84. // - Read 'docs/FONTS.md' for more instructions and details.
  85. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  86. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  87. //io.Fonts->AddFontDefault();
  88. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  89. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  90. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  91. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  92. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  93. //IM_ASSERT(font != NULL);
  94. // Main loop
  95. #ifndef __EMSCRIPTEN__
  96. // Desktop Build
  97. while (true)
  98. {
  99. if (!MainLoopStep())
  100. break;
  101. }
  102. #else
  103. // Emscripten Build
  104. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  105. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  106. io.IniFilename = NULL;
  107. emscripten_set_main_loop_arg(MainLoopForEmscripten, NULL, 0, true);
  108. #endif
  109. // Cleanup
  110. ImGui_ImplOpenGL3_Shutdown();
  111. ImGui_ImplSDL2_Shutdown();
  112. ImGui::DestroyContext();
  113. SDL_GL_DeleteContext(gl_context);
  114. SDL_DestroyWindow(window);
  115. SDL_Quit();
  116. return 0;
  117. }
  118. bool MainLoopStep()
  119. {
  120. // Poll and handle SDL events (inputs, window resize, etc.)
  121. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  122. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  123. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  124. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  125. SDL_Window* window = g_AppWindow;
  126. SDL_Event event;
  127. while (SDL_PollEvent(&event))
  128. {
  129. ImGui_ImplSDL2_ProcessEvent(&event);
  130. if (event.type == SDL_QUIT)
  131. return false;
  132. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  133. return false;
  134. }
  135. // Start the Dear ImGui frame
  136. ImGuiIO& io = ImGui::GetIO();
  137. ImGui_ImplOpenGL3_NewFrame();
  138. ImGui_ImplSDL2_NewFrame();
  139. ImGui::NewFrame();
  140. // Our state
  141. // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
  142. static bool show_demo_window = true;
  143. static bool show_another_window = false;
  144. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  145. // 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!).
  146. if (show_demo_window)
  147. ImGui::ShowDemoWindow(&show_demo_window);
  148. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  149. {
  150. static float f = 0.0f;
  151. static int counter = 0;
  152. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  153. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  154. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  155. ImGui::Checkbox("Another Window", &show_another_window);
  156. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  157. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  158. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  159. counter++;
  160. ImGui::SameLine();
  161. ImGui::Text("counter = %d", counter);
  162. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  163. ImGui::End();
  164. }
  165. // 3. Show another simple window.
  166. if (show_another_window)
  167. {
  168. 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)
  169. ImGui::Text("Hello from another window!");
  170. if (ImGui::Button("Close Me"))
  171. show_another_window = false;
  172. ImGui::End();
  173. }
  174. // Rendering
  175. ImGui::Render();
  176. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  177. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  178. glClear(GL_COLOR_BUFFER_BIT);
  179. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  180. SDL_GL_SwapWindow(window);
  181. return true;
  182. }