123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118 |
- // ImGui - standalone example application for SDL2 + OpenGL
- // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
- // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
- // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
- // **Prefer using the code in the sdl_opengl3_example/ folder**
- // See imgui_impl_sdl.cpp for details.
- #include <imgui.h>
- #include "imgui_impl_sdl.h"
- #include <stdio.h>
- #include <SDL.h>
- #include <SDL_opengl.h>
- int main(int, char**)
- {
- // Setup SDL
- if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
- {
- printf("Error: %s\n", SDL_GetError());
- return -1;
- }
- // Setup window
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
- SDL_DisplayMode current;
- SDL_GetCurrentDisplayMode(0, ¤t);
- SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
- SDL_GLContext glcontext = SDL_GL_CreateContext(window);
- // Setup ImGui binding
- ImGui_ImplSdlGL2_Init(window);
- // Load Fonts
- // - 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.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
- // - 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).
- // - 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.
- // - Read 'extra_fonts/README.txt' for more instructions and details.
- // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
- //ImGuiIO& io = ImGui::GetIO();
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
- //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
- //IM_ASSERT(font != NULL);
- bool show_test_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
- // Main loop
- bool done = false;
- while (!done)
- {
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- SDL_Event event;
- while (SDL_PollEvent(&event))
- {
- ImGui_ImplSdlGL2_ProcessEvent(&event);
- if (event.type == SDL_QUIT)
- done = true;
- }
- ImGui_ImplSdlGL2_NewFrame(window);
- // 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
- {
- static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- }
- // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
- if (show_another_window)
- {
- ImGui::Begin("Another Window", &show_another_window);
- ImGui::Text("Hello from another window!");
- ImGui::End();
- }
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
- {
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
- }
- // Rendering
- glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
- glClear(GL_COLOR_BUFFER_BIT);
- //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
- ImGui::Render();
- SDL_GL_SwapWindow(window);
- }
- // Cleanup
- ImGui_ImplSdlGL2_Shutdown();
- SDL_GL_DeleteContext(glcontext);
- SDL_DestroyWindow(window);
- SDL_Quit();
- return 0;
- }
|