main.cpp 7.1 KB

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  1. // dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (GLFW 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_glfw_opengl2/ folder**
  6. // See imgui_impl_glfw.cpp for details.
  7. #include "imgui.h"
  8. #include "imgui_impl_glfw.h"
  9. #include "imgui_impl_opengl2.h"
  10. #include <stdio.h>
  11. #include <GLFW/glfw3.h>
  12. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  13. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  14. // 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.
  15. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  16. #pragma comment(lib, "legacy_stdio_definitions")
  17. #endif
  18. static void glfw_error_callback(int error, const char* description)
  19. {
  20. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  21. }
  22. int main(int, char**)
  23. {
  24. // Setup window
  25. glfwSetErrorCallback(glfw_error_callback);
  26. if (!glfwInit())
  27. return 1;
  28. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
  29. if (window == NULL)
  30. return 1;
  31. glfwMakeContextCurrent(window);
  32. glfwSwapInterval(1); // Enable vsync
  33. // Setup Dear ImGui binding
  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_NavEnableGamepad; // Enable Gamepad Controls
  39. ImGui_ImplGlfw_InitForOpenGL(window, true);
  40. ImGui_ImplOpenGL2_Init();
  41. // Setup style
  42. ImGui::StyleColorsDark();
  43. //ImGui::StyleColorsClassic();
  44. // Load Fonts
  45. // - 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.
  46. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  47. // - 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).
  48. // - 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.
  49. // - Read 'misc/fonts/README.txt' for more instructions and details.
  50. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  51. //io.Fonts->AddFontDefault();
  52. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  53. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  54. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  55. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  56. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  57. //IM_ASSERT(font != NULL);
  58. bool show_demo_window = true;
  59. bool show_another_window = false;
  60. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  61. // Main loop
  62. while (!glfwWindowShouldClose(window))
  63. {
  64. // Poll and handle events (inputs, window resize, etc.)
  65. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  66. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  67. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  68. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  69. glfwPollEvents();
  70. // Start the Dear ImGui frame
  71. ImGui_ImplOpenGL2_NewFrame();
  72. ImGui_ImplGlfw_NewFrame();
  73. ImGui::NewFrame();
  74. // 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!).
  75. if (show_demo_window)
  76. ImGui::ShowDemoWindow(&show_demo_window);
  77. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  78. {
  79. static float f = 0.0f;
  80. static int counter = 0;
  81. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  82. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  83. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  84. ImGui::Checkbox("Another Window", &show_another_window);
  85. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  86. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  87. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  88. counter++;
  89. ImGui::SameLine();
  90. ImGui::Text("counter = %d", counter);
  91. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  92. ImGui::End();
  93. }
  94. // 3. Show another simple window.
  95. if (show_another_window)
  96. {
  97. 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)
  98. ImGui::Text("Hello from another window!");
  99. if (ImGui::Button("Close Me"))
  100. show_another_window = false;
  101. ImGui::End();
  102. }
  103. // Rendering
  104. ImGui::Render();
  105. int display_w, display_h;
  106. glfwGetFramebufferSize(window, &display_w, &display_h);
  107. glViewport(0, 0, display_w, display_h);
  108. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  109. glClear(GL_COLOR_BUFFER_BIT);
  110. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
  111. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  112. glfwMakeContextCurrent(window);
  113. glfwSwapBuffers(window);
  114. }
  115. // Cleanup
  116. ImGui_ImplOpenGL2_Shutdown();
  117. ImGui_ImplGlfw_Shutdown();
  118. ImGui::DestroyContext();
  119. glfwDestroyWindow(window);
  120. glfwTerminate();
  121. return 0;
  122. }