main.cpp 9.0 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. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  6. // **Prefer using the code in the example_sdl2_opengl3/ folder**
  7. // See imgui_impl_sdl2.cpp for details.
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl2.h"
  10. #include "imgui_impl_opengl2.h"
  11. #include <stdio.h>
  12. #include <SDL.h>
  13. #include <SDL_opengl.h>
  14. // Main code
  15. int main(int, char**)
  16. {
  17. // Setup SDL
  18. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  19. {
  20. printf("Error: %s\n", SDL_GetError());
  21. return -1;
  22. }
  23. // From 2.0.18: Enable native IME.
  24. #ifdef SDL_HINT_IME_SHOW_UI
  25. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  26. #endif
  27. // Setup window
  28. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  29. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  30. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  31. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  32. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  33. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  34. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  35. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  36. SDL_GL_MakeCurrent(window, gl_context);
  37. SDL_GL_SetSwapInterval(1); // Enable vsync
  38. // Setup Dear ImGui context
  39. IMGUI_CHECKVERSION();
  40. ImGui::CreateContext();
  41. ImGuiIO& io = ImGui::GetIO(); (void)io;
  42. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  43. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  44. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  45. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  46. //io.ConfigViewportsNoAutoMerge = true;
  47. //io.ConfigViewportsNoTaskBarIcon = true;
  48. // Setup Dear ImGui style
  49. ImGui::StyleColorsDark();
  50. //ImGui::StyleColorsLight();
  51. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  52. ImGuiStyle& style = ImGui::GetStyle();
  53. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  54. {
  55. style.WindowRounding = 0.0f;
  56. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  57. }
  58. // Setup Platform/Renderer backends
  59. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  60. ImGui_ImplOpenGL2_Init();
  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 NULL. 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. //io.Fonts->AddFontDefault();
  70. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  71. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  72. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  73. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  74. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  75. //IM_ASSERT(font != NULL);
  76. // Our state
  77. bool show_demo_window = true;
  78. bool show_another_window = false;
  79. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  80. // Main loop
  81. bool done = false;
  82. while (!done)
  83. {
  84. // Poll and handle events (inputs, window resize, etc.)
  85. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  86. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  87. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  88. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  89. SDL_Event event;
  90. while (SDL_PollEvent(&event))
  91. {
  92. ImGui_ImplSDL2_ProcessEvent(&event);
  93. if (event.type == SDL_QUIT)
  94. done = true;
  95. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  96. done = true;
  97. }
  98. // Start the Dear ImGui frame
  99. ImGui_ImplOpenGL2_NewFrame();
  100. ImGui_ImplSDL2_NewFrame();
  101. ImGui::NewFrame();
  102. // 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!).
  103. if (show_demo_window)
  104. ImGui::ShowDemoWindow(&show_demo_window);
  105. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  106. {
  107. static float f = 0.0f;
  108. static int counter = 0;
  109. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  110. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  111. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  112. ImGui::Checkbox("Another Window", &show_another_window);
  113. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  114. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  115. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  116. counter++;
  117. ImGui::SameLine();
  118. ImGui::Text("counter = %d", counter);
  119. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  120. ImGui::End();
  121. }
  122. // 3. Show another simple window.
  123. if (show_another_window)
  124. {
  125. 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)
  126. ImGui::Text("Hello from another window!");
  127. if (ImGui::Button("Close Me"))
  128. show_another_window = false;
  129. ImGui::End();
  130. }
  131. // Rendering
  132. ImGui::Render();
  133. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  134. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  135. glClear(GL_COLOR_BUFFER_BIT);
  136. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  137. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  138. // Update and Render additional Platform Windows
  139. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  140. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  141. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  142. {
  143. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  144. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  145. ImGui::UpdatePlatformWindows();
  146. ImGui::RenderPlatformWindowsDefault();
  147. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  148. }
  149. SDL_GL_SwapWindow(window);
  150. }
  151. // Cleanup
  152. ImGui_ImplOpenGL2_Shutdown();
  153. ImGui_ImplSDL2_Shutdown();
  154. ImGui::DestroyContext();
  155. SDL_GL_DeleteContext(gl_context);
  156. SDL_DestroyWindow(window);
  157. SDL_Quit();
  158. return 0;
  159. }