main.cpp 9.6 KB

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  1. // Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
  2. // (GLFW 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. #include "imgui.h"
  9. #include "imgui_impl_glfw.h"
  10. #include "imgui_impl_opengl3.h"
  11. #include <stdio.h>
  12. #define GL_SILENCE_DEPRECATION
  13. #if defined(IMGUI_IMPL_OPENGL_ES2)
  14. #include <GLES2/gl2.h>
  15. #endif
  16. #include <GLFW/glfw3.h> // Will drag system OpenGL headers
  17. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  18. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  19. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
  20. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  21. #pragma comment(lib, "legacy_stdio_definitions")
  22. #endif
  23. // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
  24. #ifdef __EMSCRIPTEN__
  25. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  26. #endif
  27. static void glfw_error_callback(int error, const char* description)
  28. {
  29. fprintf(stderr, "GLFW Error %d: %s\n", error, description);
  30. }
  31. // Main code
  32. int main(int, char**)
  33. {
  34. glfwSetErrorCallback(glfw_error_callback);
  35. if (!glfwInit())
  36. return 1;
  37. // Decide GL+GLSL versions
  38. #if defined(IMGUI_IMPL_OPENGL_ES2)
  39. // GL ES 2.0 + GLSL 100 (WebGL 1.0)
  40. const char* glsl_version = "#version 100";
  41. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
  42. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  43. glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
  44. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  45. // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
  46. const char* glsl_version = "#version 300 es";
  47. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  48. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  49. glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
  50. #elif defined(__APPLE__)
  51. // GL 3.2 + GLSL 150
  52. const char* glsl_version = "#version 150";
  53. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  54. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  55. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  56. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  57. #else
  58. // GL 3.0 + GLSL 130
  59. const char* glsl_version = "#version 130";
  60. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  61. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  62. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  63. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  64. #endif
  65. // Create window with graphics context
  66. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
  67. if (window == nullptr)
  68. return 1;
  69. glfwMakeContextCurrent(window);
  70. glfwSwapInterval(1); // Enable vsync
  71. // Setup Dear ImGui context
  72. IMGUI_CHECKVERSION();
  73. ImGui::CreateContext();
  74. ImGuiIO& io = ImGui::GetIO(); (void)io;
  75. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  76. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  77. // Setup Dear ImGui style
  78. ImGui::StyleColorsDark();
  79. //ImGui::StyleColorsLight();
  80. // Setup Platform/Renderer backends
  81. ImGui_ImplGlfw_InitForOpenGL(window, true);
  82. #ifdef __EMSCRIPTEN__
  83. ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
  84. #endif
  85. ImGui_ImplOpenGL3_Init(glsl_version);
  86. // Load Fonts
  87. // - 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.
  88. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  89. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  90. // - 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.
  91. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  92. // - Read 'docs/FONTS.md' for more instructions and details.
  93. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  94. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
  95. //io.Fonts->AddFontDefault();
  96. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  97. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  98. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  99. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  100. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  101. //IM_ASSERT(font != nullptr);
  102. // Our state
  103. bool show_demo_window = true;
  104. bool show_another_window = false;
  105. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  106. // Main loop
  107. #ifdef __EMSCRIPTEN__
  108. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  109. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  110. io.IniFilename = nullptr;
  111. EMSCRIPTEN_MAINLOOP_BEGIN
  112. #else
  113. while (!glfwWindowShouldClose(window))
  114. #endif
  115. {
  116. // Poll and handle events (inputs, window resize, etc.)
  117. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  118. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  119. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  120. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  121. glfwPollEvents();
  122. if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
  123. {
  124. ImGui_ImplGlfw_Sleep(10);
  125. continue;
  126. }
  127. // Start the Dear ImGui frame
  128. ImGui_ImplOpenGL3_NewFrame();
  129. ImGui_ImplGlfw_NewFrame();
  130. ImGui::NewFrame();
  131. // 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!).
  132. if (show_demo_window)
  133. ImGui::ShowDemoWindow(&show_demo_window);
  134. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  135. {
  136. static float f = 0.0f;
  137. static int counter = 0;
  138. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  139. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  140. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  141. ImGui::Checkbox("Another Window", &show_another_window);
  142. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  143. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  144. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  145. counter++;
  146. ImGui::SameLine();
  147. ImGui::Text("counter = %d", counter);
  148. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  149. ImGui::End();
  150. }
  151. // 3. Show another simple window.
  152. if (show_another_window)
  153. {
  154. 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)
  155. ImGui::Text("Hello from another window!");
  156. if (ImGui::Button("Close Me"))
  157. show_another_window = false;
  158. ImGui::End();
  159. }
  160. // Rendering
  161. ImGui::Render();
  162. int display_w, display_h;
  163. glfwGetFramebufferSize(window, &display_w, &display_h);
  164. glViewport(0, 0, display_w, display_h);
  165. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  166. glClear(GL_COLOR_BUFFER_BIT);
  167. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  168. glfwSwapBuffers(window);
  169. }
  170. #ifdef __EMSCRIPTEN__
  171. EMSCRIPTEN_MAINLOOP_END;
  172. #endif
  173. // Cleanup
  174. ImGui_ImplOpenGL3_Shutdown();
  175. ImGui_ImplGlfw_Shutdown();
  176. ImGui::DestroyContext();
  177. glfwDestroyWindow(window);
  178. glfwTerminate();
  179. return 0;
  180. }