main.cpp 9.1 KB

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  1. // Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
  2. // (GLFW 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. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  9. // **Prefer using the code in the example_glfw_opengl2/ folder**
  10. // See imgui_impl_glfw.cpp for details.
  11. #include "imgui.h"
  12. #include "imgui_impl_glfw.h"
  13. #include "imgui_impl_opengl2.h"
  14. #include <stdio.h>
  15. #ifdef __APPLE__
  16. #define GL_SILENCE_DEPRECATION
  17. #endif
  18. #include <GLFW/glfw3.h>
  19. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  20. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  21. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
  22. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  23. #pragma comment(lib, "legacy_stdio_definitions")
  24. #endif
  25. static void glfw_error_callback(int error, const char* description)
  26. {
  27. fprintf(stderr, "GLFW Error %d: %s\n", error, description);
  28. }
  29. // Main code
  30. int main(int, char**)
  31. {
  32. glfwSetErrorCallback(glfw_error_callback);
  33. if (!glfwInit())
  34. return 1;
  35. // Create window with graphics context
  36. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
  37. if (window == nullptr)
  38. return 1;
  39. glfwMakeContextCurrent(window);
  40. glfwSwapInterval(1); // Enable vsync
  41. // Setup Dear ImGui context
  42. IMGUI_CHECKVERSION();
  43. ImGui::CreateContext();
  44. ImGuiIO& io = ImGui::GetIO(); (void)io;
  45. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  46. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  47. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  48. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  49. //io.ConfigViewportsNoAutoMerge = true;
  50. //io.ConfigViewportsNoTaskBarIcon = true;
  51. // Setup Dear ImGui style
  52. ImGui::StyleColorsDark();
  53. //ImGui::StyleColorsLight();
  54. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  55. ImGuiStyle& style = ImGui::GetStyle();
  56. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  57. {
  58. style.WindowRounding = 0.0f;
  59. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  60. }
  61. // Setup Platform/Renderer backends
  62. ImGui_ImplGlfw_InitForOpenGL(window, true);
  63. ImGui_ImplOpenGL2_Init();
  64. // Load Fonts
  65. // - 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.
  66. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  67. // - 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).
  68. // - 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.
  69. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  70. // - Read 'docs/FONTS.md' for more instructions and details.
  71. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  72. //io.Fonts->AddFontDefault();
  73. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  74. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  75. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  76. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  77. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  78. //IM_ASSERT(font != nullptr);
  79. // Our state
  80. bool show_demo_window = true;
  81. bool show_another_window = false;
  82. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  83. // Main loop
  84. while (!glfwWindowShouldClose(window))
  85. {
  86. // Poll and handle events (inputs, window resize, etc.)
  87. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  88. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  89. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  90. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  91. glfwPollEvents();
  92. // Start the Dear ImGui frame
  93. ImGui_ImplOpenGL2_NewFrame();
  94. ImGui_ImplGlfw_NewFrame();
  95. ImGui::NewFrame();
  96. // 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!).
  97. if (show_demo_window)
  98. ImGui::ShowDemoWindow(&show_demo_window);
  99. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  100. {
  101. static float f = 0.0f;
  102. static int counter = 0;
  103. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  104. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  105. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  106. ImGui::Checkbox("Another Window", &show_another_window);
  107. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  108. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  109. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  110. counter++;
  111. ImGui::SameLine();
  112. ImGui::Text("counter = %d", counter);
  113. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  114. ImGui::End();
  115. }
  116. // 3. Show another simple window.
  117. if (show_another_window)
  118. {
  119. 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)
  120. ImGui::Text("Hello from another window!");
  121. if (ImGui::Button("Close Me"))
  122. show_another_window = false;
  123. ImGui::End();
  124. }
  125. // Rendering
  126. ImGui::Render();
  127. int display_w, display_h;
  128. glfwGetFramebufferSize(window, &display_w, &display_h);
  129. glViewport(0, 0, display_w, display_h);
  130. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  131. glClear(GL_COLOR_BUFFER_BIT);
  132. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  133. // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
  134. //GLint last_program;
  135. //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  136. //glUseProgram(0);
  137. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  138. //glUseProgram(last_program);
  139. // Update and Render additional Platform Windows
  140. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  141. // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
  142. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  143. {
  144. GLFWwindow* backup_current_context = glfwGetCurrentContext();
  145. ImGui::UpdatePlatformWindows();
  146. ImGui::RenderPlatformWindowsDefault();
  147. glfwMakeContextCurrent(backup_current_context);
  148. }
  149. glfwMakeContextCurrent(window);
  150. glfwSwapBuffers(window);
  151. }
  152. // Cleanup
  153. ImGui_ImplOpenGL2_Shutdown();
  154. ImGui_ImplGlfw_Shutdown();
  155. ImGui::DestroyContext();
  156. glfwDestroyWindow(window);
  157. glfwTerminate();
  158. return 0;
  159. }