main.cpp 11 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. // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
  5. #include "imgui.h"
  6. #include "imgui_impl_sdl.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #include <SDL.h>
  10. // About Desktop OpenGL function loaders:
  11. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  12. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  13. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  14. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  15. #include <GL/gl3w.h> // Initialize with gl3wInit()
  16. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  17. #include <GL/glew.h> // Initialize with glewInit()
  18. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  19. #include <glad/glad.h> // Initialize with gladLoadGL()
  20. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
  21. #include <glbinding/glbinding.h> // Initialize with glbinding::initialize()
  22. #include <glbinding/gl/gl.h>
  23. using namespace gl;
  24. #else
  25. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  26. #endif
  27. // Main code
  28. int main(int, char**)
  29. {
  30. // Setup SDL
  31. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  32. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  33. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  34. {
  35. printf("Error: %s\n", SDL_GetError());
  36. return -1;
  37. }
  38. // Decide GL+GLSL versions
  39. #if __APPLE__
  40. // GL 3.2 Core + GLSL 150
  41. const char* glsl_version = "#version 150";
  42. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  43. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  45. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  46. #else
  47. // GL 3.0 + GLSL 130
  48. const char* glsl_version = "#version 130";
  49. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  50. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  51. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  52. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  53. #endif
  54. // Create window with graphics context
  55. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  56. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  57. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  58. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  59. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  60. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  61. SDL_GL_MakeCurrent(window, gl_context);
  62. SDL_GL_SetSwapInterval(1); // Enable vsync
  63. // Initialize OpenGL loader
  64. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  65. bool err = gl3wInit() != 0;
  66. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  67. bool err = glewInit() != GLEW_OK;
  68. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  69. bool err = gladLoadGL() == 0;
  70. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
  71. bool err = false;
  72. glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
  73. #else
  74. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  75. #endif
  76. if (err)
  77. {
  78. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  79. return 1;
  80. }
  81. // Setup Dear ImGui context
  82. IMGUI_CHECKVERSION();
  83. ImGui::CreateContext();
  84. ImGuiIO& io = ImGui::GetIO(); (void)io;
  85. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  86. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  87. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  88. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  89. //io.ConfigViewportsNoAutoMerge = true;
  90. //io.ConfigViewportsNoTaskBarIcon = true;
  91. // Setup Dear ImGui style
  92. ImGui::StyleColorsDark();
  93. //ImGui::StyleColorsClassic();
  94. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  95. ImGuiStyle& style = ImGui::GetStyle();
  96. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  97. {
  98. style.WindowRounding = 0.0f;
  99. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  100. }
  101. // Setup Platform/Renderer bindings
  102. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  103. ImGui_ImplOpenGL3_Init(glsl_version);
  104. // Load Fonts
  105. // - 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.
  106. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  107. // - 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).
  108. // - 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.
  109. // - Read 'docs/FONTS.txt' for more instructions and details.
  110. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  111. //io.Fonts->AddFontDefault();
  112. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  113. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  114. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  115. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  116. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  117. //IM_ASSERT(font != NULL);
  118. // Our state
  119. bool show_demo_window = true;
  120. bool show_another_window = false;
  121. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  122. // Main loop
  123. bool done = false;
  124. while (!done)
  125. {
  126. // Poll and handle events (inputs, window resize, etc.)
  127. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  128. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  129. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  130. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  131. SDL_Event event;
  132. while (SDL_PollEvent(&event))
  133. {
  134. ImGui_ImplSDL2_ProcessEvent(&event);
  135. if (event.type == SDL_QUIT)
  136. done = true;
  137. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  138. done = true;
  139. }
  140. // Start the Dear ImGui frame
  141. ImGui_ImplOpenGL3_NewFrame();
  142. ImGui_ImplSDL2_NewFrame(window);
  143. ImGui::NewFrame();
  144. // 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!).
  145. if (show_demo_window)
  146. ImGui::ShowDemoWindow(&show_demo_window);
  147. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  148. {
  149. static float f = 0.0f;
  150. static int counter = 0;
  151. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  152. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  153. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  154. ImGui::Checkbox("Another Window", &show_another_window);
  155. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  156. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  157. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  158. counter++;
  159. ImGui::SameLine();
  160. ImGui::Text("counter = %d", counter);
  161. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  162. ImGui::End();
  163. }
  164. // 3. Show another simple window.
  165. if (show_another_window)
  166. {
  167. 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)
  168. ImGui::Text("Hello from another window!");
  169. if (ImGui::Button("Close Me"))
  170. show_another_window = false;
  171. ImGui::End();
  172. }
  173. // Rendering
  174. ImGui::Render();
  175. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  176. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  177. glClear(GL_COLOR_BUFFER_BIT);
  178. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  179. // Update and Render additional Platform Windows
  180. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  181. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  182. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  183. {
  184. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  185. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  186. ImGui::PlatformWindowsUpdate();
  187. ImGui::PlatformWindowsRender();
  188. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  189. }
  190. SDL_GL_SwapWindow(window);
  191. }
  192. // Cleanup
  193. ImGui_ImplOpenGL3_Shutdown();
  194. ImGui_ImplSDL2_Shutdown();
  195. ImGui::DestroyContext();
  196. SDL_GL_DeleteContext(gl_context);
  197. SDL_DestroyWindow(window);
  198. SDL_Quit();
  199. return 0;
  200. }