main.cpp 5.0 KB

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  1. // ImGui - standalone example application for Allegro 5
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include <stdint.h>
  4. #include <allegro5/allegro.h>
  5. #include <allegro5/allegro_primitives.h>
  6. #include <imgui.h>
  7. #include "imgui_impl_a5.h"
  8. int main(int, char**)
  9. {
  10. // Setup Allegro
  11. al_init();
  12. al_install_keyboard();
  13. al_install_mouse();
  14. al_init_primitives_addon();
  15. al_set_new_display_flags(ALLEGRO_RESIZABLE);
  16. ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
  17. al_set_window_title(display, "ImGui Allegro 5 example");
  18. ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
  19. al_register_event_source(queue, al_get_display_event_source(display));
  20. al_register_event_source(queue, al_get_keyboard_event_source());
  21. al_register_event_source(queue, al_get_mouse_event_source());
  22. // Setup ImGui binding
  23. ImGui_ImplA5_Init(display);
  24. // Load Fonts
  25. // - 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.
  26. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  27. // - 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).
  28. // - 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.
  29. // - Read 'extra_fonts/README.txt' for more instructions and details.
  30. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  31. //ImGuiIO& io = ImGui::GetIO();
  32. //io.Fonts->AddFontDefault();
  33. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
  34. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  35. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  36. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  37. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  38. //IM_ASSERT(font != NULL);
  39. bool show_test_window = true;
  40. bool show_another_window = false;
  41. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  42. // Main loop
  43. bool running = true;
  44. while (running)
  45. {
  46. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  47. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  48. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  49. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  50. ALLEGRO_EVENT ev;
  51. while (al_get_next_event(queue, &ev))
  52. {
  53. ImGui_ImplA5_ProcessEvent(&ev);
  54. if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
  55. running = false;
  56. if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
  57. {
  58. ImGui_ImplA5_InvalidateDeviceObjects();
  59. al_acknowledge_resize(display);
  60. Imgui_ImplA5_CreateDeviceObjects();
  61. }
  62. }
  63. ImGui_ImplA5_NewFrame();
  64. // 1. Show a simple window.
  65. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
  66. {
  67. static float f;
  68. ImGui::Text("Hello, world!");
  69. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  70. ImGui::ColorEdit3("clear color", (float*)&clear_color);
  71. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  72. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  73. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  74. }
  75. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
  76. if (show_another_window)
  77. {
  78. ImGui::Begin("Another Window", &show_another_window);
  79. ImGui::Text("Hello from another window!");
  80. ImGui::End();
  81. }
  82. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
  83. if (show_test_window)
  84. {
  85. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
  86. ImGui::ShowTestWindow(&show_test_window);
  87. }
  88. // Rendering
  89. al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
  90. ImGui::Render();
  91. al_flip_display();
  92. }
  93. // Cleanup
  94. ImGui_ImplA5_Shutdown();
  95. al_destroy_event_queue(queue);
  96. al_destroy_display(display);
  97. return 0;
  98. }