main.cpp 11 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. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl2.h"
  10. #include "imgui_impl_opengl3.h"
  11. #include <stdio.h>
  12. #include <SDL.h>
  13. #if defined(IMGUI_IMPL_OPENGL_ES2)
  14. #include <SDL_opengles2.h>
  15. #else
  16. #include <SDL_opengl.h>
  17. #endif
  18. // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
  19. #ifdef __EMSCRIPTEN__
  20. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  21. #endif
  22. // Main code
  23. int main(int, char**)
  24. {
  25. // Setup SDL
  26. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  27. {
  28. printf("Error: %s\n", SDL_GetError());
  29. return -1;
  30. }
  31. // Decide GL+GLSL versions
  32. #if defined(IMGUI_IMPL_OPENGL_ES2)
  33. // GL ES 2.0 + GLSL 100
  34. const char* glsl_version = "#version 100";
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  36. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  38. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  39. #elif defined(__APPLE__)
  40. // GL 3.2 Core + GLSL 150
  41. const char* glsl_version = "#version 150";
  42. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  43. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  45. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  46. #else
  47. // GL 3.0 + GLSL 130
  48. const char* glsl_version = "#version 130";
  49. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  50. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  51. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  52. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  53. #endif
  54. // From 2.0.18: Enable native IME.
  55. #ifdef SDL_HINT_IME_SHOW_UI
  56. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  57. #endif
  58. // Create window with graphics context
  59. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  60. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  61. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  62. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  63. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  64. if (window == nullptr)
  65. {
  66. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  67. return -1;
  68. }
  69. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  70. SDL_GL_MakeCurrent(window, gl_context);
  71. SDL_GL_SetSwapInterval(1); // Enable vsync
  72. // Setup Dear ImGui context
  73. IMGUI_CHECKVERSION();
  74. ImGui::CreateContext();
  75. ImGuiIO& io = ImGui::GetIO(); (void)io;
  76. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  77. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  78. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  79. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  80. //io.ConfigViewportsNoAutoMerge = true;
  81. //io.ConfigViewportsNoTaskBarIcon = true;
  82. // Setup Dear ImGui style
  83. ImGui::StyleColorsDark();
  84. //ImGui::StyleColorsLight();
  85. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  86. ImGuiStyle& style = ImGui::GetStyle();
  87. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  88. {
  89. style.WindowRounding = 0.0f;
  90. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  91. }
  92. // Setup Platform/Renderer backends
  93. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  94. ImGui_ImplOpenGL3_Init(glsl_version);
  95. // Load Fonts
  96. // - 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.
  97. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  98. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  99. // - 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.
  100. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  101. // - Read 'docs/FONTS.md' for more instructions and details.
  102. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  103. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  104. //io.Fonts->AddFontDefault();
  105. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  106. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  107. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  108. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  109. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  110. //IM_ASSERT(font != nullptr);
  111. // Our state
  112. bool show_demo_window = true;
  113. bool show_another_window = false;
  114. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  115. // Main loop
  116. bool done = false;
  117. #ifdef __EMSCRIPTEN__
  118. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  119. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  120. io.IniFilename = nullptr;
  121. EMSCRIPTEN_MAINLOOP_BEGIN
  122. #else
  123. while (!done)
  124. #endif
  125. {
  126. // Poll and handle events (inputs, window resize, etc.)
  127. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  128. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  129. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  130. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  131. SDL_Event event;
  132. while (SDL_PollEvent(&event))
  133. {
  134. ImGui_ImplSDL2_ProcessEvent(&event);
  135. if (event.type == SDL_QUIT)
  136. done = true;
  137. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  138. done = true;
  139. }
  140. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  141. {
  142. SDL_Delay(10);
  143. continue;
  144. }
  145. // Start the Dear ImGui frame
  146. ImGui_ImplOpenGL3_NewFrame();
  147. ImGui_ImplSDL2_NewFrame();
  148. ImGui::NewFrame();
  149. // 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!).
  150. if (show_demo_window)
  151. ImGui::ShowDemoWindow(&show_demo_window);
  152. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  153. {
  154. static float f = 0.0f;
  155. static int counter = 0;
  156. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  157. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  158. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  159. ImGui::Checkbox("Another Window", &show_another_window);
  160. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  161. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  162. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  163. counter++;
  164. ImGui::SameLine();
  165. ImGui::Text("counter = %d", counter);
  166. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  167. ImGui::End();
  168. }
  169. // 3. Show another simple window.
  170. if (show_another_window)
  171. {
  172. 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)
  173. ImGui::Text("Hello from another window!");
  174. if (ImGui::Button("Close Me"))
  175. show_another_window = false;
  176. ImGui::End();
  177. }
  178. // Rendering
  179. ImGui::Render();
  180. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  181. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  182. glClear(GL_COLOR_BUFFER_BIT);
  183. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  184. // Update and Render additional Platform Windows
  185. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  186. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  187. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  188. {
  189. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  190. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  191. ImGui::UpdatePlatformWindows();
  192. ImGui::RenderPlatformWindowsDefault();
  193. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  194. }
  195. SDL_GL_SwapWindow(window);
  196. }
  197. #ifdef __EMSCRIPTEN__
  198. EMSCRIPTEN_MAINLOOP_END;
  199. #endif
  200. // Cleanup
  201. ImGui_ImplOpenGL3_Shutdown();
  202. ImGui_ImplSDL2_Shutdown();
  203. ImGui::DestroyContext();
  204. SDL_GL_DeleteContext(gl_context);
  205. SDL_DestroyWindow(window);
  206. SDL_Quit();
  207. return 0;
  208. }