main.cpp 5.2 KB

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  1. // ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
  2. // If you are new to 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. // (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_glfw_gl3.h"
  7. #include <stdio.h>
  8. #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
  9. #include <GLFW/glfw3.h>
  10. static void error_callback(int error, const char* description)
  11. {
  12. fprintf(stderr, "Error %d: %s\n", error, description);
  13. }
  14. int main(int, char**)
  15. {
  16. // Setup window
  17. glfwSetErrorCallback(error_callback);
  18. if (!glfwInit())
  19. return 1;
  20. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  21. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
  22. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  23. #if __APPLE__
  24. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  25. #endif
  26. GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
  27. glfwMakeContextCurrent(window);
  28. glfwSwapInterval(1); // Enable vsync
  29. gl3wInit();
  30. // Setup ImGui binding
  31. ImGui_ImplGlfwGL3_Init(window, true);
  32. // Load Fonts
  33. // - 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.
  34. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  35. // - 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).
  36. // - 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.
  37. // - Read 'extra_fonts/README.txt' for more instructions and details.
  38. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  39. //ImGuiIO& io = ImGui::GetIO();
  40. //io.Fonts->AddFontDefault();
  41. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
  42. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  43. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  44. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  45. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  46. //IM_ASSERT(font != NULL);
  47. bool show_test_window = true;
  48. bool show_another_window = false;
  49. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  50. // Main loop
  51. while (!glfwWindowShouldClose(window))
  52. {
  53. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  54. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  55. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  56. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  57. glfwPollEvents();
  58. ImGui_ImplGlfwGL3_NewFrame();
  59. // 1. Show a simple window.
  60. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
  61. {
  62. static float f = 0.0f;
  63. ImGui::Text("Hello, world!");
  64. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  65. ImGui::ColorEdit3("clear color", (float*)&clear_color);
  66. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  67. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  68. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  69. }
  70. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
  71. if (show_another_window)
  72. {
  73. ImGui::Begin("Another Window", &show_another_window);
  74. ImGui::Text("Hello from another window!");
  75. ImGui::End();
  76. }
  77. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
  78. if (show_test_window)
  79. {
  80. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
  81. ImGui::ShowTestWindow(&show_test_window);
  82. }
  83. // Rendering
  84. int display_w, display_h;
  85. glfwGetFramebufferSize(window, &display_w, &display_h);
  86. glViewport(0, 0, display_w, display_h);
  87. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  88. glClear(GL_COLOR_BUFFER_BIT);
  89. ImGui::Render();
  90. glfwSwapBuffers(window);
  91. }
  92. // Cleanup
  93. ImGui_ImplGlfwGL3_Shutdown();
  94. glfwTerminate();
  95. return 0;
  96. }