main.cpp 8.4 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. #include "imgui.h"
  6. #include "imgui_impl_sdl.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #include <SDL.h>
  10. #include <SDL_opengl.h>
  11. #if defined(IMGUI_IMPL_OPENGL_ES2)
  12. #include <SDL_opengles2.h>
  13. #endif
  14. // Main code
  15. int main(int, char**)
  16. {
  17. // Setup SDL
  18. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  19. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  20. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  21. {
  22. printf("Error: %s\n", SDL_GetError());
  23. return -1;
  24. }
  25. // Decide GL+GLSL versions
  26. #if defined(IMGUI_IMPL_OPENGL_ES2)
  27. // GL ES 2.0 + GLSL 100
  28. const char* glsl_version = "#version 100";
  29. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  30. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  31. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  32. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  33. #elif defined(__APPLE__)
  34. // GL 3.2 Core + GLSL 150
  35. const char* glsl_version = "#version 150";
  36. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  38. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  39. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  40. #else
  41. // GL 3.0 + GLSL 130
  42. const char* glsl_version = "#version 130";
  43. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  45. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  46. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  47. #endif
  48. // Create window with graphics context
  49. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  50. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  51. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  52. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  53. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  54. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  55. SDL_GL_MakeCurrent(window, gl_context);
  56. SDL_GL_SetSwapInterval(1); // Enable vsync
  57. // Setup Dear ImGui context
  58. IMGUI_CHECKVERSION();
  59. ImGui::CreateContext();
  60. ImGuiIO& io = ImGui::GetIO(); (void)io;
  61. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  62. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  63. // Setup Dear ImGui style
  64. ImGui::StyleColorsDark();
  65. //ImGui::StyleColorsClassic();
  66. // Setup Platform/Renderer backends
  67. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  68. ImGui_ImplOpenGL3_Init(glsl_version);
  69. // Load Fonts
  70. // - 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.
  71. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  72. // - 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).
  73. // - 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.
  74. // - Read 'docs/FONTS.md' for more instructions and details.
  75. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  76. //io.Fonts->AddFontDefault();
  77. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  78. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  79. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  80. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  81. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  82. //IM_ASSERT(font != NULL);
  83. // Our state
  84. bool show_demo_window = true;
  85. bool show_another_window = false;
  86. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  87. // Main loop
  88. bool done = false;
  89. while (!done)
  90. {
  91. // Poll and handle events (inputs, window resize, etc.)
  92. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  93. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  94. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  95. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  96. SDL_Event event;
  97. while (SDL_PollEvent(&event))
  98. {
  99. ImGui_ImplSDL2_ProcessEvent(&event);
  100. if (event.type == SDL_QUIT)
  101. done = true;
  102. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  103. done = true;
  104. }
  105. // Start the Dear ImGui frame
  106. ImGui_ImplOpenGL3_NewFrame();
  107. ImGui_ImplSDL2_NewFrame();
  108. ImGui::NewFrame();
  109. // 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!).
  110. if (show_demo_window)
  111. ImGui::ShowDemoWindow(&show_demo_window);
  112. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  113. {
  114. static float f = 0.0f;
  115. static int counter = 0;
  116. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  117. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  118. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  119. ImGui::Checkbox("Another Window", &show_another_window);
  120. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  121. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  122. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  123. counter++;
  124. ImGui::SameLine();
  125. ImGui::Text("counter = %d", counter);
  126. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  127. ImGui::End();
  128. }
  129. // 3. Show another simple window.
  130. if (show_another_window)
  131. {
  132. 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)
  133. ImGui::Text("Hello from another window!");
  134. if (ImGui::Button("Close Me"))
  135. show_another_window = false;
  136. ImGui::End();
  137. }
  138. // Rendering
  139. ImGui::Render();
  140. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  141. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  142. glClear(GL_COLOR_BUFFER_BIT);
  143. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  144. SDL_GL_SwapWindow(window);
  145. }
  146. // Cleanup
  147. ImGui_ImplOpenGL3_Shutdown();
  148. ImGui_ImplSDL2_Shutdown();
  149. ImGui::DestroyContext();
  150. SDL_GL_DeleteContext(gl_context);
  151. SDL_DestroyWindow(window);
  152. SDL_Quit();
  153. return 0;
  154. }