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main.cpp 7.1 KB

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  1. // Dear ImGui: standalone example application for Allegro 5
  2. // Learn about Dear ImGui:
  3. // - FAQ https://dearimgui.com/faq
  4. // - Getting Started https://dearimgui.com/getting-started
  5. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  6. // - Introduction, links and more at the top of imgui.cpp
  7. // On Windows, you can install Allegro5 using vcpkg:
  8. // git clone https://github.com/Microsoft/vcpkg
  9. // cd vcpkg
  10. // bootstrap - vcpkg.bat
  11. // vcpkg install allegro5 --triplet=x86-windows ; for win32
  12. // vcpkg install allegro5 --triplet=x64-windows ; for win64
  13. // vcpkg integrate install ; register include and libs in Visual Studio
  14. #include <stdint.h>
  15. #include <allegro5/allegro.h>
  16. #include <allegro5/allegro_primitives.h>
  17. #include "imgui.h"
  18. #include "imgui_impl_allegro5.h"
  19. int main(int, char**)
  20. {
  21. // Setup Allegro
  22. al_init();
  23. al_install_keyboard();
  24. al_install_mouse();
  25. al_init_primitives_addon();
  26. al_set_new_display_flags(ALLEGRO_RESIZABLE);
  27. ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
  28. al_set_window_title(display, "Dear ImGui Allegro 5 example");
  29. ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
  30. al_register_event_source(queue, al_get_display_event_source(display));
  31. al_register_event_source(queue, al_get_keyboard_event_source());
  32. al_register_event_source(queue, al_get_mouse_event_source());
  33. // Setup Dear ImGui context
  34. IMGUI_CHECKVERSION();
  35. ImGui::CreateContext();
  36. ImGuiIO& io = ImGui::GetIO(); (void)io;
  37. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  38. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  39. // Setup Dear ImGui style
  40. ImGui::StyleColorsDark();
  41. //ImGui::StyleColorsLight();
  42. // Setup Platform/Renderer backends
  43. ImGui_ImplAllegro5_Init(display);
  44. // Load Fonts
  45. // - 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.
  46. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  47. // - 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).
  48. // - 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.
  49. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  50. // - Read 'docs/FONTS.md' for more instructions and details.
  51. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  52. //io.Fonts->AddFontDefault();
  53. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  54. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  55. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  56. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  57. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  58. //IM_ASSERT(font != nullptr);
  59. bool show_demo_window = true;
  60. bool show_another_window = false;
  61. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  62. // Main loop
  63. bool running = true;
  64. while (running)
  65. {
  66. // Poll and handle events (inputs, window resize, etc.)
  67. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  68. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  69. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  70. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  71. ALLEGRO_EVENT ev;
  72. while (al_get_next_event(queue, &ev))
  73. {
  74. ImGui_ImplAllegro5_ProcessEvent(&ev);
  75. if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
  76. running = false;
  77. if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
  78. {
  79. ImGui_ImplAllegro5_InvalidateDeviceObjects();
  80. al_acknowledge_resize(display);
  81. ImGui_ImplAllegro5_CreateDeviceObjects();
  82. }
  83. }
  84. // Start the Dear ImGui frame
  85. ImGui_ImplAllegro5_NewFrame();
  86. ImGui::NewFrame();
  87. // 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!).
  88. if (show_demo_window)
  89. ImGui::ShowDemoWindow(&show_demo_window);
  90. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  91. {
  92. static float f = 0.0f;
  93. static int counter = 0;
  94. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  95. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  96. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  97. ImGui::Checkbox("Another Window", &show_another_window);
  98. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  99. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  100. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  101. counter++;
  102. ImGui::SameLine();
  103. ImGui::Text("counter = %d", counter);
  104. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  105. ImGui::End();
  106. }
  107. // 3. Show another simple window.
  108. if (show_another_window)
  109. {
  110. 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)
  111. ImGui::Text("Hello from another window!");
  112. if (ImGui::Button("Close Me"))
  113. show_another_window = false;
  114. ImGui::End();
  115. }
  116. // Rendering
  117. ImGui::Render();
  118. al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
  119. ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
  120. al_flip_display();
  121. }
  122. // Cleanup
  123. ImGui_ImplAllegro5_Shutdown();
  124. ImGui::DestroyContext();
  125. al_destroy_event_queue(queue);
  126. al_destroy_display(display);
  127. return 0;
  128. }