main.cpp 10.0 KB

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  1. // Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed 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. // **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_glfw_opengl2/ folder**
  10. // See imgui_impl_glfw.cpp for details.
  11. #include "imgui.h"
  12. #include "imgui_impl_glfw.h"
  13. #include "imgui_impl_opengl2.h"
  14. #include <stdio.h>
  15. #ifdef __APPLE__
  16. #define GL_SILENCE_DEPRECATION
  17. #endif
  18. #include <GLFW/glfw3.h>
  19. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  20. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  21. // 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.
  22. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  23. #pragma comment(lib, "legacy_stdio_definitions")
  24. #endif
  25. static void glfw_error_callback(int error, const char* description)
  26. {
  27. fprintf(stderr, "GLFW Error %d: %s\n", error, description);
  28. }
  29. // Main code
  30. int main(int, char**)
  31. {
  32. glfwSetErrorCallback(glfw_error_callback);
  33. if (!glfwInit())
  34. return 1;
  35. // Create window with graphics context
  36. float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
  37. GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
  38. if (window == nullptr)
  39. return 1;
  40. glfwMakeContextCurrent(window);
  41. glfwSwapInterval(1); // Enable vsync
  42. // Setup Dear ImGui context
  43. IMGUI_CHECKVERSION();
  44. ImGui::CreateContext();
  45. ImGuiIO& io = ImGui::GetIO(); (void)io;
  46. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  47. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  48. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  49. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  50. //io.ConfigViewportsNoAutoMerge = true;
  51. //io.ConfigViewportsNoTaskBarIcon = true;
  52. // Setup Dear ImGui style
  53. ImGui::StyleColorsDark();
  54. //ImGui::StyleColorsLight();
  55. // Setup scaling
  56. ImGuiStyle& style = ImGui::GetStyle();
  57. 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)
  58. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  59. io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
  60. io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
  61. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  62. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  63. {
  64. style.WindowRounding = 0.0f;
  65. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  66. }
  67. // Setup Platform/Renderer backends
  68. ImGui_ImplGlfw_InitForOpenGL(window, true);
  69. ImGui_ImplOpenGL2_Init();
  70. // Load Fonts
  71. // - 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.
  72. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  73. // - 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).
  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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
  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. //style.FontSizeBase = 20.0f;
  78. //io.Fonts->AddFontDefault();
  79. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  80. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  81. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  82. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  83. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  84. //IM_ASSERT(font != nullptr);
  85. // Our state
  86. bool show_demo_window = true;
  87. bool show_another_window = false;
  88. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  89. // Main loop
  90. while (!glfwWindowShouldClose(window))
  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. glfwPollEvents();
  98. if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
  99. {
  100. ImGui_ImplGlfw_Sleep(10);
  101. continue;
  102. }
  103. // Start the Dear ImGui frame
  104. ImGui_ImplOpenGL2_NewFrame();
  105. ImGui_ImplGlfw_NewFrame();
  106. ImGui::NewFrame();
  107. // 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!).
  108. if (show_demo_window)
  109. ImGui::ShowDemoWindow(&show_demo_window);
  110. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  111. {
  112. static float f = 0.0f;
  113. static int counter = 0;
  114. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  115. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  116. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  117. ImGui::Checkbox("Another Window", &show_another_window);
  118. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  119. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  120. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  121. counter++;
  122. ImGui::SameLine();
  123. ImGui::Text("counter = %d", counter);
  124. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  125. ImGui::End();
  126. }
  127. // 3. Show another simple window.
  128. if (show_another_window)
  129. {
  130. 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)
  131. ImGui::Text("Hello from another window!");
  132. if (ImGui::Button("Close Me"))
  133. show_another_window = false;
  134. ImGui::End();
  135. }
  136. // Rendering
  137. ImGui::Render();
  138. int display_w, display_h;
  139. glfwGetFramebufferSize(window, &display_w, &display_h);
  140. glViewport(0, 0, display_w, display_h);
  141. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  142. glClear(GL_COLOR_BUFFER_BIT);
  143. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  144. // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
  145. //GLint last_program;
  146. //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  147. //glUseProgram(0);
  148. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  149. //glUseProgram(last_program);
  150. // Update and Render additional Platform Windows
  151. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  152. // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
  153. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  154. {
  155. GLFWwindow* backup_current_context = glfwGetCurrentContext();
  156. ImGui::UpdatePlatformWindows();
  157. ImGui::RenderPlatformWindowsDefault();
  158. glfwMakeContextCurrent(backup_current_context);
  159. }
  160. glfwMakeContextCurrent(window);
  161. glfwSwapBuffers(window);
  162. }
  163. // Cleanup
  164. ImGui_ImplOpenGL2_Shutdown();
  165. ImGui_ImplGlfw_Shutdown();
  166. ImGui::DestroyContext();
  167. glfwDestroyWindow(window);
  168. glfwTerminate();
  169. return 0;
  170. }