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main.cpp 5.4 KB

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  1. // ImGui - standalone example application for SDL2 + OpenGL
  2. // If you are new to 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 graphics context creation, etc.)
  4. // *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
  5. // See imgui_impl_sdl.cpp for details.
  6. #include <imgui.h>
  7. #include "imgui_impl_sdl.h"
  8. #include <stdio.h>
  9. #include <SDL.h>
  10. #include <SDL_opengl.h>
  11. int main(int, char**)
  12. {
  13. // Setup SDL
  14. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  15. {
  16. printf("Error: %s\n", SDL_GetError());
  17. return -1;
  18. }
  19. // Setup window
  20. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  21. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  22. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  23. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  24. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  25. SDL_DisplayMode current;
  26. SDL_GetCurrentDisplayMode(0, &current);
  27. SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
  28. SDL_GLContext glcontext = SDL_GL_CreateContext(window);
  29. // Setup ImGui binding
  30. ImGui_ImplSdlGL2_Init(window);
  31. // Load Fonts
  32. // - 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.
  33. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  34. // - 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).
  35. // - 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.
  36. // - Read 'extra_fonts/README.txt' for more instructions and details.
  37. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  38. //ImGuiIO& io = ImGui::GetIO();
  39. //io.Fonts->AddFontDefault();
  40. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
  41. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  42. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  43. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  44. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  45. //IM_ASSERT(font != NULL);
  46. bool show_test_window = true;
  47. bool show_another_window = false;
  48. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  49. // Main loop
  50. bool done = false;
  51. while (!done)
  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. SDL_Event event;
  58. while (SDL_PollEvent(&event))
  59. {
  60. ImGui_ImplSdlGL2_ProcessEvent(&event);
  61. if (event.type == SDL_QUIT)
  62. done = true;
  63. }
  64. ImGui_ImplSdlGL2_NewFrame(window);
  65. // 1. Show a simple window
  66. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
  67. {
  68. static float f = 0.0f;
  69. ImGui::Text("Hello, world!");
  70. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  71. ImGui::ColorEdit3("clear color", (float*)&clear_color);
  72. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  73. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  74. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  75. }
  76. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
  77. if (show_another_window)
  78. {
  79. ImGui::Begin("Another Window", &show_another_window);
  80. ImGui::Text("Hello from another window!");
  81. ImGui::End();
  82. }
  83. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
  84. if (show_test_window)
  85. {
  86. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
  87. ImGui::ShowTestWindow(&show_test_window);
  88. }
  89. // Rendering
  90. glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
  91. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  92. glClear(GL_COLOR_BUFFER_BIT);
  93. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  94. ImGui::Render();
  95. SDL_GL_SwapWindow(window);
  96. }
  97. // Cleanup
  98. ImGui_ImplSdlGL2_Shutdown();
  99. SDL_GL_DeleteContext(glcontext);
  100. SDL_DestroyWindow(window);
  101. SDL_Quit();
  102. return 0;
  103. }