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main.cpp 8.0 KB

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  1. // Dear ImGui: standalone example application for SDL2 + SDL_Renderer
  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. // Important to understand: SDL_Renderer is an _optional_ component of SDL2.
  9. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  10. #include "imgui.h"
  11. #include "imgui_impl_sdl2.h"
  12. #include "imgui_impl_sdlrenderer2.h"
  13. #include <stdio.h>
  14. #include <SDL.h>
  15. #if !SDL_VERSION_ATLEAST(2,0,17)
  16. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  17. #endif
  18. // Main code
  19. int main(int, char**)
  20. {
  21. // Setup SDL
  22. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  23. {
  24. printf("Error: %s\n", SDL_GetError());
  25. return -1;
  26. }
  27. // From 2.0.18: Enable native IME.
  28. #ifdef SDL_HINT_IME_SHOW_UI
  29. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  30. #endif
  31. // Create window with SDL_Renderer graphics context
  32. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  33. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  34. if (window == nullptr)
  35. {
  36. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  37. return -1;
  38. }
  39. SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
  40. if (renderer == nullptr)
  41. {
  42. SDL_Log("Error creating SDL_Renderer!");
  43. return -1;
  44. }
  45. //SDL_RendererInfo info;
  46. //SDL_GetRendererInfo(renderer, &info);
  47. //SDL_Log("Current SDL_Renderer: %s", info.name);
  48. // Setup Dear ImGui context
  49. IMGUI_CHECKVERSION();
  50. ImGui::CreateContext();
  51. ImGuiIO& io = ImGui::GetIO(); (void)io;
  52. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  53. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  54. // Setup Dear ImGui style
  55. ImGui::StyleColorsDark();
  56. //ImGui::StyleColorsLight();
  57. // Setup Platform/Renderer backends
  58. ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
  59. ImGui_ImplSDLRenderer2_Init(renderer);
  60. // Load Fonts
  61. // - 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.
  62. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  63. // - 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).
  64. // - 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.
  65. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  66. // - Read 'docs/FONTS.md' for more instructions and details.
  67. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  68. //io.Fonts->AddFontDefault();
  69. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  70. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  71. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  72. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  73. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  74. //IM_ASSERT(font != nullptr);
  75. // Our state
  76. bool show_demo_window = true;
  77. bool show_another_window = false;
  78. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  79. // Main loop
  80. bool done = false;
  81. while (!done)
  82. {
  83. // Poll and handle events (inputs, window resize, etc.)
  84. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  85. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  86. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  87. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  88. SDL_Event event;
  89. while (SDL_PollEvent(&event))
  90. {
  91. ImGui_ImplSDL2_ProcessEvent(&event);
  92. if (event.type == SDL_QUIT)
  93. done = true;
  94. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  95. done = true;
  96. }
  97. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  98. {
  99. SDL_Delay(10);
  100. continue;
  101. }
  102. // Start the Dear ImGui frame
  103. ImGui_ImplSDLRenderer2_NewFrame();
  104. ImGui_ImplSDL2_NewFrame();
  105. ImGui::NewFrame();
  106. // 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!).
  107. if (show_demo_window)
  108. ImGui::ShowDemoWindow(&show_demo_window);
  109. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  110. {
  111. static float f = 0.0f;
  112. static int counter = 0;
  113. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  114. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  115. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  116. ImGui::Checkbox("Another Window", &show_another_window);
  117. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  118. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  119. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  120. counter++;
  121. ImGui::SameLine();
  122. ImGui::Text("counter = %d", counter);
  123. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  124. ImGui::End();
  125. }
  126. // 3. Show another simple window.
  127. if (show_another_window)
  128. {
  129. 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)
  130. ImGui::Text("Hello from another window!");
  131. if (ImGui::Button("Close Me"))
  132. show_another_window = false;
  133. ImGui::End();
  134. }
  135. // Rendering
  136. ImGui::Render();
  137. SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
  138. SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
  139. SDL_RenderClear(renderer);
  140. ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
  141. SDL_RenderPresent(renderer);
  142. }
  143. // Cleanup
  144. ImGui_ImplSDLRenderer2_Shutdown();
  145. ImGui_ImplSDL2_Shutdown();
  146. ImGui::DestroyContext();
  147. SDL_DestroyRenderer(renderer);
  148. SDL_DestroyWindow(window);
  149. SDL_Quit();
  150. return 0;
  151. }