main.cpp 6.8 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.h"
  7. #include "../imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #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.
  10. #include <GLFW/glfw3.h>
  11. static void error_callback(int error, const char* description)
  12. {
  13. fprintf(stderr, "Error %d: %s\n", error, description);
  14. }
  15. int main(int, char**)
  16. {
  17. // Setup window
  18. glfwSetErrorCallback(error_callback);
  19. if (!glfwInit())
  20. return 1;
  21. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  22. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  23. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  24. #if __APPLE__
  25. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  26. #endif
  27. GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
  28. glfwMakeContextCurrent(window);
  29. glfwSwapInterval(1); // Enable vsync
  30. gl3wInit();
  31. // Setup ImGui binding
  32. ImGui::CreateContext();
  33. ImGuiIO& io = ImGui::GetIO(); (void)io;
  34. io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
  35. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  36. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  37. ImGui_ImplGlfw_Init(window, true);
  38. ImGui_ImplOpenGL3_Init();
  39. // Setup style
  40. ImGui::StyleColorsDark();
  41. //ImGui::StyleColorsClassic();
  42. // Load Fonts
  43. // - 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.
  44. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  45. // - 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).
  46. // - 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.
  47. // - Read 'misc/fonts/README.txt' for more instructions and details.
  48. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  49. //io.Fonts->AddFontDefault();
  50. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  51. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  52. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  53. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  54. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  55. //IM_ASSERT(font != NULL);
  56. bool show_demo_window = true;
  57. bool show_another_window = false;
  58. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  59. // Main loop
  60. while (!glfwWindowShouldClose(window))
  61. {
  62. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  63. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  64. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  65. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  66. glfwPollEvents();
  67. ImGui_ImplOpenGL3_NewFrame();
  68. ImGui_ImplGlfw_NewFrame();
  69. // 1. Show a simple window.
  70. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  71. {
  72. static float f = 0.0f;
  73. static int counter = 0;
  74. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  75. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  76. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  77. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  78. ImGui::Checkbox("Another Window", &show_another_window);
  79. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  80. counter++;
  81. ImGui::SameLine();
  82. ImGui::Text("counter = %d", counter);
  83. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  84. }
  85. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  86. if (show_another_window)
  87. {
  88. ImGui::Begin("Another Window", &show_another_window);
  89. ImGui::Text("Hello from another window!");
  90. if (ImGui::Button("Close Me"))
  91. show_another_window = false;
  92. ImGui::End();
  93. }
  94. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  95. if (show_demo_window)
  96. {
  97. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  98. ImGui::ShowDemoWindow(&show_demo_window);
  99. }
  100. // Rendering
  101. int display_w, display_h;
  102. glfwMakeContextCurrent(window);
  103. glfwGetFramebufferSize(window, &display_w, &display_h);
  104. glViewport(0, 0, display_w, display_h);
  105. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  106. glClear(GL_COLOR_BUFFER_BIT);
  107. ImGui::Render();
  108. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  109. ImGui::UpdatePlatformWindows();
  110. ImGui::RenderPlatformWindows();
  111. glfwMakeContextCurrent(window);
  112. glfwSwapBuffers(window);
  113. }
  114. // Cleanup
  115. ImGui_ImplOpenGL3_Shutdown();
  116. ImGui_ImplGlfw_Shutdown();
  117. ImGui::DestroyContext();
  118. glfwTerminate();
  119. return 0;
  120. }