main.cpp 7.7 KB

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  1. // dear imgui: standalone example application for SDL2 + OpenGL
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  5. // **Prefer using the code in the example_sdl_opengl3/ folder**
  6. // See imgui_impl_sdl.cpp for details.
  7. #include "imgui.h"
  8. #include "imgui_impl_sdl.h"
  9. #include "imgui_impl_opengl2.h"
  10. #include <stdio.h>
  11. #include <SDL.h>
  12. #include <SDL_opengl.h>
  13. int main(int, char**)
  14. {
  15. // Setup SDL
  16. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  17. {
  18. printf("Error: %s\n", SDL_GetError());
  19. return -1;
  20. }
  21. // Setup window
  22. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  23. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  24. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  25. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  26. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  27. SDL_DisplayMode current;
  28. SDL_GetCurrentDisplayMode(0, &current);
  29. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
  30. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  31. SDL_GL_MakeCurrent(window, gl_context);
  32. SDL_GL_SetSwapInterval(1); // Enable vsync
  33. // Setup Dear ImGui context
  34. IMGUI_CHECKVERSION();
  35. ImGui::CreateContext();
  36. ImGuiIO& io = ImGui::GetIO(); (void)io;
  37. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  38. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  39. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  40. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  41. // Setup Dear ImGui style
  42. ImGui::StyleColorsDark();
  43. //ImGui::StyleColorsClassic();
  44. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  45. ImGuiStyle& style = ImGui::GetStyle();
  46. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  47. {
  48. style.WindowRounding = 0.0f;
  49. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  50. }
  51. // Setup Platform/Renderer bindings
  52. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  53. ImGui_ImplOpenGL2_Init();
  54. // Load Fonts
  55. // - 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.
  56. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  57. // - 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).
  58. // - 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.
  59. // - Read 'misc/fonts/README.txt' for more instructions and details.
  60. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  61. //io.Fonts->AddFontDefault();
  62. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  63. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  64. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  65. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  66. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  67. //IM_ASSERT(font != NULL);
  68. bool show_demo_window = true;
  69. bool show_another_window = false;
  70. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  71. // Main loop
  72. bool done = false;
  73. while (!done)
  74. {
  75. // Poll and handle events (inputs, window resize, etc.)
  76. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  77. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  78. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  79. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  80. SDL_Event event;
  81. while (SDL_PollEvent(&event))
  82. {
  83. ImGui_ImplSDL2_ProcessEvent(&event);
  84. if (event.type == SDL_QUIT)
  85. done = true;
  86. }
  87. // Start the Dear ImGui frame
  88. ImGui_ImplOpenGL2_NewFrame();
  89. ImGui_ImplSDL2_NewFrame(window);
  90. ImGui::NewFrame();
  91. // 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!).
  92. if (show_demo_window)
  93. ImGui::ShowDemoWindow(&show_demo_window);
  94. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  95. {
  96. static float f = 0.0f;
  97. static int counter = 0;
  98. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  99. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  100. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  101. ImGui::Checkbox("Another Window", &show_another_window);
  102. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  103. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  104. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  105. counter++;
  106. ImGui::SameLine();
  107. ImGui::Text("counter = %d", counter);
  108. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  109. ImGui::End();
  110. }
  111. // 3. Show another simple window.
  112. if (show_another_window)
  113. {
  114. 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)
  115. ImGui::Text("Hello from another window!");
  116. if (ImGui::Button("Close Me"))
  117. show_another_window = false;
  118. ImGui::End();
  119. }
  120. // Rendering
  121. ImGui::Render();
  122. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  123. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  124. glClear(GL_COLOR_BUFFER_BIT);
  125. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  126. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  127. // Update and Render additional Platform Windows
  128. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  129. {
  130. ImGui::UpdatePlatformWindows();
  131. ImGui::RenderPlatformWindowsDefault();
  132. SDL_GL_MakeCurrent(window, gl_context);
  133. }
  134. SDL_GL_SwapWindow(window);
  135. }
  136. // Cleanup
  137. ImGui_ImplOpenGL2_Shutdown();
  138. ImGui_ImplSDL2_Shutdown();
  139. ImGui::DestroyContext();
  140. SDL_GL_DeleteContext(gl_context);
  141. SDL_DestroyWindow(window);
  142. SDL_Quit();
  143. return 0;
  144. }