main.cpp 8.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188
  1. // Dear ImGui: standalone example application for SDL3 + 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 SDL3.
  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_sdl3.h"
  12. #include "imgui_impl_sdlrenderer3.h"
  13. #include <stdio.h>
  14. #include <SDL3/SDL.h>
  15. #if defined(IMGUI_IMPL_OPENGL_ES2)
  16. #include <SDL3/SDL_opengles2.h>
  17. #else
  18. #include <SDL3/SDL_opengl.h>
  19. #endif
  20. #ifdef __EMSCRIPTEN__
  21. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  22. #endif
  23. // Main code
  24. int main(int, char**)
  25. {
  26. // Setup SDL
  27. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
  28. {
  29. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  30. return -1;
  31. }
  32. // Create window with SDL_Renderer graphics context
  33. Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
  34. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
  35. if (window == nullptr)
  36. {
  37. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  38. return -1;
  39. }
  40. SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
  41. SDL_SetRenderVSync(renderer, 1);
  42. if (renderer == nullptr)
  43. {
  44. SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
  45. return -1;
  46. }
  47. SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
  48. SDL_ShowWindow(window);
  49. // Setup Dear ImGui context
  50. IMGUI_CHECKVERSION();
  51. ImGui::CreateContext();
  52. ImGuiIO& io = ImGui::GetIO(); (void)io;
  53. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  54. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  55. // Setup Dear ImGui style
  56. ImGui::StyleColorsDark();
  57. //ImGui::StyleColorsLight();
  58. // Setup Platform/Renderer backends
  59. ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
  60. ImGui_ImplSDLRenderer3_Init(renderer);
  61. // Load Fonts
  62. // - 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.
  63. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  64. // - 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).
  65. // - 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.
  66. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  67. // - Read 'docs/FONTS.md' for more instructions and details.
  68. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  69. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  70. //io.Fonts->AddFontDefault();
  71. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  72. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  73. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  74. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  75. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  76. //IM_ASSERT(font != nullptr);
  77. // Our state
  78. bool show_demo_window = true;
  79. bool show_another_window = false;
  80. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  81. // Main loop
  82. bool done = false;
  83. #ifdef __EMSCRIPTEN__
  84. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  85. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  86. io.IniFilename = nullptr;
  87. EMSCRIPTEN_MAINLOOP_BEGIN
  88. #else
  89. while (!done)
  90. #endif
  91. {
  92. // Poll and handle events (inputs, window resize, etc.)
  93. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  94. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  95. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  96. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  97. SDL_Event event;
  98. while (SDL_PollEvent(&event))
  99. {
  100. ImGui_ImplSDL3_ProcessEvent(&event);
  101. if (event.type == SDL_EVENT_QUIT)
  102. done = true;
  103. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  104. done = true;
  105. }
  106. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  107. {
  108. SDL_Delay(10);
  109. continue;
  110. }
  111. // Start the Dear ImGui frame
  112. ImGui_ImplSDLRenderer3_NewFrame();
  113. ImGui_ImplSDL3_NewFrame();
  114. ImGui::NewFrame();
  115. // 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!).
  116. if (show_demo_window)
  117. ImGui::ShowDemoWindow(&show_demo_window);
  118. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  119. {
  120. static float f = 0.0f;
  121. static int counter = 0;
  122. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  123. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  124. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  125. ImGui::Checkbox("Another Window", &show_another_window);
  126. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  127. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  128. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  129. counter++;
  130. ImGui::SameLine();
  131. ImGui::Text("counter = %d", counter);
  132. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  133. ImGui::End();
  134. }
  135. // 3. Show another simple window.
  136. if (show_another_window)
  137. {
  138. 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)
  139. ImGui::Text("Hello from another window!");
  140. if (ImGui::Button("Close Me"))
  141. show_another_window = false;
  142. ImGui::End();
  143. }
  144. // Rendering
  145. ImGui::Render();
  146. //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
  147. SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  148. SDL_RenderClear(renderer);
  149. ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
  150. SDL_RenderPresent(renderer);
  151. }
  152. #ifdef __EMSCRIPTEN__
  153. EMSCRIPTEN_MAINLOOP_END;
  154. #endif
  155. // Cleanup
  156. ImGui_ImplSDLRenderer3_Shutdown();
  157. ImGui_ImplSDL3_Shutdown();
  158. ImGui::DestroyContext();
  159. SDL_DestroyRenderer(renderer);
  160. SDL_DestroyWindow(window);
  161. SDL_Quit();
  162. return 0;
  163. }