main.cpp 8.6 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/Metal 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. // Main code
  14. int main(int, char**)
  15. {
  16. // Setup SDL
  17. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  18. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  19. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  20. {
  21. printf("Error: %s\n", SDL_GetError());
  22. return -1;
  23. }
  24. // Setup window
  25. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  26. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  27. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  28. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  29. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  30. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  31. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  32. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  33. SDL_GL_MakeCurrent(window, gl_context);
  34. SDL_GL_SetSwapInterval(1); // Enable vsync
  35. // Setup Dear ImGui context
  36. IMGUI_CHECKVERSION();
  37. ImGui::CreateContext();
  38. ImGuiIO& io = ImGui::GetIO(); (void)io;
  39. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  40. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  41. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  42. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  43. //io.ConfigViewportsNoAutoMerge = true;
  44. //io.ConfigViewportsNoTaskBarIcon = true;
  45. // Setup Dear ImGui style
  46. ImGui::StyleColorsDark();
  47. //ImGui::StyleColorsClassic();
  48. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  49. ImGuiStyle& style = ImGui::GetStyle();
  50. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  51. {
  52. style.WindowRounding = 0.0f;
  53. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  54. }
  55. // Setup Platform/Renderer bindings
  56. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  57. ImGui_ImplOpenGL2_Init();
  58. // Load Fonts
  59. // - 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.
  60. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  61. // - 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).
  62. // - 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.
  63. // - Read 'docs/FONTS.txt' for more instructions and details.
  64. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  65. //io.Fonts->AddFontDefault();
  66. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  67. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  68. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  69. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  70. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  71. //IM_ASSERT(font != NULL);
  72. // Our state
  73. bool show_demo_window = true;
  74. bool show_another_window = false;
  75. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  76. // Main loop
  77. bool done = false;
  78. while (!done)
  79. {
  80. // Poll and handle events (inputs, window resize, etc.)
  81. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  82. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  83. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  84. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  85. SDL_Event event;
  86. while (SDL_PollEvent(&event))
  87. {
  88. ImGui_ImplSDL2_ProcessEvent(&event);
  89. if (event.type == SDL_QUIT)
  90. done = true;
  91. }
  92. // Start the Dear ImGui frame
  93. ImGui_ImplOpenGL2_NewFrame();
  94. ImGui_ImplSDL2_NewFrame(window);
  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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  128. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  129. glClear(GL_COLOR_BUFFER_BIT);
  130. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  131. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  132. // Update and Render additional Platform Windows
  133. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  134. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  135. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  136. {
  137. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  138. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  139. ImGui::PlatformWindowsUpdate();
  140. ImGui::PlatformWindowsRender();
  141. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  142. }
  143. SDL_GL_SwapWindow(window);
  144. }
  145. // Cleanup
  146. ImGui_ImplOpenGL2_Shutdown();
  147. ImGui_ImplSDL2_Shutdown();
  148. ImGui::DestroyContext();
  149. SDL_GL_DeleteContext(gl_context);
  150. SDL_DestroyWindow(window);
  151. SDL_Quit();
  152. return 0;
  153. }