main.cpp 9.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201
  1. // Dear ImGui: standalone example application for SDL2 + OpenGL
  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. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  9. // **Prefer using the code in the example_sdl2_opengl3/ folder**
  10. // See imgui_impl_sdl2.cpp for details.
  11. #include "imgui.h"
  12. #include "imgui_impl_sdl2.h"
  13. #include "imgui_impl_opengl2.h"
  14. #include <stdio.h>
  15. #include <SDL.h>
  16. #include <SDL_opengl.h>
  17. // Main code
  18. int main(int, char**)
  19. {
  20. // Setup SDL
  21. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  22. {
  23. printf("Error: %s\n", SDL_GetError());
  24. return -1;
  25. }
  26. // From 2.0.18: Enable native IME.
  27. #ifdef SDL_HINT_IME_SHOW_UI
  28. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  29. #endif
  30. // Setup window
  31. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  32. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  33. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  34. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  36. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  37. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  38. if (window == nullptr)
  39. {
  40. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  41. return -1;
  42. }
  43. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  44. SDL_GL_MakeCurrent(window, gl_context);
  45. SDL_GL_SetSwapInterval(1); // Enable vsync
  46. // Setup Dear ImGui context
  47. IMGUI_CHECKVERSION();
  48. ImGui::CreateContext();
  49. ImGuiIO& io = ImGui::GetIO(); (void)io;
  50. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  51. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  52. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  53. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  54. //io.ConfigViewportsNoAutoMerge = true;
  55. //io.ConfigViewportsNoTaskBarIcon = true;
  56. // Setup Dear ImGui style
  57. ImGui::StyleColorsDark();
  58. //ImGui::StyleColorsLight();
  59. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  60. ImGuiStyle& style = ImGui::GetStyle();
  61. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  62. {
  63. style.WindowRounding = 0.0f;
  64. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  65. }
  66. // Setup Platform/Renderer backends
  67. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  68. ImGui_ImplOpenGL2_Init();
  69. // Load Fonts
  70. // - 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.
  71. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  72. // - 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).
  73. // - 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.
  74. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  75. // - Read 'docs/FONTS.md' for more instructions and details.
  76. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  77. //io.Fonts->AddFontDefault();
  78. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  79. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  80. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  81. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  82. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  83. //IM_ASSERT(font != nullptr);
  84. // Our state
  85. bool show_demo_window = true;
  86. bool show_another_window = false;
  87. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  88. // Main loop
  89. bool done = false;
  90. while (!done)
  91. {
  92. // Poll and handle events (inputs, window resize, etc.)
  93. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  94. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  95. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  96. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  97. SDL_Event event;
  98. while (SDL_PollEvent(&event))
  99. {
  100. ImGui_ImplSDL2_ProcessEvent(&event);
  101. if (event.type == SDL_QUIT)
  102. done = true;
  103. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  104. done = true;
  105. }
  106. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  107. {
  108. SDL_Delay(10);
  109. continue;
  110. }
  111. // Start the Dear ImGui frame
  112. ImGui_ImplOpenGL2_NewFrame();
  113. ImGui_ImplSDL2_NewFrame();
  114. ImGui::NewFrame();
  115. // 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!).
  116. if (show_demo_window)
  117. ImGui::ShowDemoWindow(&show_demo_window);
  118. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  119. {
  120. static float f = 0.0f;
  121. static int counter = 0;
  122. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  123. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  124. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  125. ImGui::Checkbox("Another Window", &show_another_window);
  126. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  127. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  128. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  129. counter++;
  130. ImGui::SameLine();
  131. ImGui::Text("counter = %d", counter);
  132. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  133. ImGui::End();
  134. }
  135. // 3. Show another simple window.
  136. if (show_another_window)
  137. {
  138. 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)
  139. ImGui::Text("Hello from another window!");
  140. if (ImGui::Button("Close Me"))
  141. show_another_window = false;
  142. ImGui::End();
  143. }
  144. // Rendering
  145. ImGui::Render();
  146. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  147. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  148. glClear(GL_COLOR_BUFFER_BIT);
  149. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  150. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  151. // Update and Render additional Platform Windows
  152. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  153. // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
  154. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  155. {
  156. SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
  157. SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
  158. ImGui::UpdatePlatformWindows();
  159. ImGui::RenderPlatformWindowsDefault();
  160. SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
  161. }
  162. SDL_GL_SwapWindow(window);
  163. }
  164. // Cleanup
  165. ImGui_ImplOpenGL2_Shutdown();
  166. ImGui_ImplSDL2_Shutdown();
  167. ImGui::DestroyContext();
  168. SDL_GL_DeleteContext(gl_context);
  169. SDL_DestroyWindow(window);
  170. SDL_Quit();
  171. return 0;
  172. }