main.cpp 12 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_GLAD2)
  21. #include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
  22. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  23. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  24. #include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
  25. #include <glbinding/gl/gl.h>
  26. using namespace gl;
  27. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  28. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  29. #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
  30. #include <glbinding/gl/gl.h>
  31. using namespace gl;
  32. #else
  33. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  34. #endif
  35. // Main code
  36. int main(int, char**)
  37. {
  38. // Setup SDL
  39. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  40. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  41. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  42. {
  43. printf("Error: %s\n", SDL_GetError());
  44. return -1;
  45. }
  46. // Decide GL+GLSL versions
  47. #if __APPLE__
  48. // GL 3.2 Core + GLSL 150
  49. const char* glsl_version = "#version 150";
  50. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  51. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  52. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  53. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  54. #else
  55. // GL 3.0 + GLSL 130
  56. const char* glsl_version = "#version 130";
  57. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  58. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  59. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  60. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  61. #endif
  62. // Create window with graphics context
  63. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  64. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  65. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  66. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  67. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  68. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  69. SDL_GL_MakeCurrent(window, gl_context);
  70. SDL_GL_SetSwapInterval(1); // Enable vsync
  71. // Initialize OpenGL loader
  72. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  73. bool err = gl3wInit() != 0;
  74. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  75. bool err = glewInit() != GLEW_OK;
  76. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  77. bool err = gladLoadGL() == 0;
  78. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  79. bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
  80. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  81. bool err = false;
  82. glbinding::Binding::initialize();
  83. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  84. bool err = false;
  85. glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
  86. #else
  87. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  88. #endif
  89. if (err)
  90. {
  91. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  92. return 1;
  93. }
  94. // Setup Dear ImGui context
  95. IMGUI_CHECKVERSION();
  96. ImGui::CreateContext();
  97. ImGuiIO& io = ImGui::GetIO(); (void)io;
  98. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  99. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  100. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  101. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  102. //io.ConfigViewportsNoAutoMerge = true;
  103. //io.ConfigViewportsNoTaskBarIcon = true;
  104. // Setup Dear ImGui style
  105. ImGui::StyleColorsDark();
  106. //ImGui::StyleColorsClassic();
  107. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  108. ImGuiStyle& style = ImGui::GetStyle();
  109. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  110. {
  111. style.WindowRounding = 0.0f;
  112. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  113. }
  114. // Setup Platform/Renderer bindings
  115. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  116. ImGui_ImplOpenGL3_Init(glsl_version);
  117. // Load Fonts
  118. // - 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.
  119. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  120. // - 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).
  121. // - 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.
  122. // - Read 'docs/FONTS.md' for more instructions and details.
  123. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  124. //io.Fonts->AddFontDefault();
  125. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  126. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  127. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  128. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  129. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  130. //IM_ASSERT(font != NULL);
  131. // Our state
  132. bool show_demo_window = true;
  133. bool show_another_window = false;
  134. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  135. // Main loop
  136. bool done = false;
  137. while (!done)
  138. {
  139. // Poll and handle events (inputs, window resize, etc.)
  140. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  141. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  142. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  143. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  144. SDL_Event event;
  145. while (SDL_PollEvent(&event))
  146. {
  147. ImGui_ImplSDL2_ProcessEvent(&event);
  148. if (event.type == SDL_QUIT)
  149. done = true;
  150. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  151. done = true;
  152. }
  153. // Start the Dear ImGui frame
  154. ImGui_ImplOpenGL3_NewFrame();
  155. ImGui_ImplSDL2_NewFrame(window);
  156. ImGui::NewFrame();
  157. // 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!).
  158. if (show_demo_window)
  159. ImGui::ShowDemoWindow(&show_demo_window);
  160. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  161. {
  162. static float f = 0.0f;
  163. static int counter = 0;
  164. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  165. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  166. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  167. ImGui::Checkbox("Another Window", &show_another_window);
  168. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  169. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  170. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  171. counter++;
  172. ImGui::SameLine();
  173. ImGui::Text("counter = %d", counter);
  174. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  175. ImGui::End();
  176. }
  177. // 3. Show another simple window.
  178. if (show_another_window)
  179. {
  180. 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)
  181. ImGui::Text("Hello from another window!");
  182. if (ImGui::Button("Close Me"))
  183. show_another_window = false;
  184. ImGui::End();
  185. }
  186. // Rendering
  187. ImGui::Render();
  188. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  189. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  190. glClear(GL_COLOR_BUFFER_BIT);
  191. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  192. // Update and Render additional Platform Windows
  193. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  194. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  195. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  196. {
  197. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  198. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  199. ImGui::UpdatePlatformWindows();
  200. ImGui::RenderPlatformWindowsDefault();
  201. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  202. }
  203. SDL_GL_SwapWindow(window);
  204. }
  205. // Cleanup
  206. ImGui_ImplOpenGL3_Shutdown();
  207. ImGui_ImplSDL2_Shutdown();
  208. ImGui::DestroyContext();
  209. SDL_GL_DeleteContext(gl_context);
  210. SDL_DestroyWindow(window);
  211. SDL_Quit();
  212. return 0;
  213. }