main.cpp 8.6 KB

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  1. // Dear ImGui: standalone example application for SDL2 + SDL_Renderer
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. // Important to understand: SDL_Renderer is an _optional_ component of SDL2.
  9. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  10. #include "imgui.h"
  11. #include "imgui_impl_sdl2.h"
  12. #include "imgui_impl_sdlrenderer2.h"
  13. #include <stdio.h>
  14. #include <SDL.h>
  15. #ifdef _WIN32
  16. #include <windows.h> // SetProcessDPIAware()
  17. #endif
  18. #if !SDL_VERSION_ATLEAST(2,0,17)
  19. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  20. #endif
  21. // Main code
  22. int main(int, char**)
  23. {
  24. // Setup SDL
  25. #ifdef _WIN32
  26. ::SetProcessDPIAware();
  27. #endif
  28. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  29. {
  30. printf("Error: %s\n", SDL_GetError());
  31. return 1;
  32. }
  33. // From 2.0.18: Enable native IME.
  34. #ifdef SDL_HINT_IME_SHOW_UI
  35. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  36. #endif
  37. // Create window with SDL_Renderer graphics context
  38. float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
  39. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  40. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
  41. if (window == nullptr)
  42. {
  43. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  44. return 1;
  45. }
  46. SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
  47. if (renderer == nullptr)
  48. {
  49. SDL_Log("Error creating SDL_Renderer!");
  50. return 1;
  51. }
  52. //SDL_RendererInfo info;
  53. //SDL_GetRendererInfo(renderer, &info);
  54. //SDL_Log("Current SDL_Renderer: %s", info.name);
  55. // Setup Dear ImGui context
  56. IMGUI_CHECKVERSION();
  57. ImGui::CreateContext();
  58. ImGuiIO& io = ImGui::GetIO(); (void)io;
  59. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  60. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  61. // Setup Dear ImGui style
  62. ImGui::StyleColorsDark();
  63. //ImGui::StyleColorsLight();
  64. // Setup scaling
  65. ImGuiStyle& style = ImGui::GetStyle();
  66. style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
  67. style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
  68. // Setup Platform/Renderer backends
  69. ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
  70. ImGui_ImplSDLRenderer2_Init(renderer);
  71. // Load Fonts
  72. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
  73. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
  74. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  75. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
  76. // - Read 'docs/FONTS.md' for more instructions and details.
  77. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
  78. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  79. //style.FontSizeBase = 20.0f;
  80. //io.Fonts->AddFontDefaultVector();
  81. //io.Fonts->AddFontDefaultBitmap();
  82. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  83. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  84. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  85. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  86. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  87. //IM_ASSERT(font != nullptr);
  88. // Our state
  89. bool show_demo_window = true;
  90. bool show_another_window = false;
  91. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  92. // Main loop
  93. bool done = false;
  94. while (!done)
  95. {
  96. // Poll and handle events (inputs, window resize, etc.)
  97. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  98. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  99. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  100. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  101. SDL_Event event;
  102. while (SDL_PollEvent(&event))
  103. {
  104. ImGui_ImplSDL2_ProcessEvent(&event);
  105. if (event.type == SDL_QUIT)
  106. done = true;
  107. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  108. done = true;
  109. }
  110. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  111. {
  112. SDL_Delay(10);
  113. continue;
  114. }
  115. // Start the Dear ImGui frame
  116. ImGui_ImplSDLRenderer2_NewFrame();
  117. ImGui_ImplSDL2_NewFrame();
  118. ImGui::NewFrame();
  119. // 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!).
  120. if (show_demo_window)
  121. ImGui::ShowDemoWindow(&show_demo_window);
  122. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  123. {
  124. static float f = 0.0f;
  125. static int counter = 0;
  126. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  127. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  128. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  129. ImGui::Checkbox("Another Window", &show_another_window);
  130. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  131. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  132. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  133. counter++;
  134. ImGui::SameLine();
  135. ImGui::Text("counter = %d", counter);
  136. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  137. ImGui::End();
  138. }
  139. // 3. Show another simple window.
  140. if (show_another_window)
  141. {
  142. 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)
  143. ImGui::Text("Hello from another window!");
  144. if (ImGui::Button("Close Me"))
  145. show_another_window = false;
  146. ImGui::End();
  147. }
  148. // Rendering
  149. ImGui::Render();
  150. SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
  151. SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
  152. SDL_RenderClear(renderer);
  153. ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
  154. SDL_RenderPresent(renderer);
  155. }
  156. // Cleanup
  157. ImGui_ImplSDLRenderer2_Shutdown();
  158. ImGui_ImplSDL2_Shutdown();
  159. ImGui::DestroyContext();
  160. SDL_DestroyRenderer(renderer);
  161. SDL_DestroyWindow(window);
  162. SDL_Quit();
  163. return 0;
  164. }