imgui_style_example.cpp 7.0 KB

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  1. // Dear ImGui: standalone example application for Raylib with OpenGL
  2. // (Raylib is a simple learning library for game development)
  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_raylib.h"
  10. #include "raylib.h"
  11. #include <cstdint>
  12. // DPI scaling functions
  13. // Use these to scale any hardcoded values to the native display resolution
  14. float ScaleToDPIF(float value)
  15. {
  16. return GetWindowScaleDPI().x * value;
  17. }
  18. int ScaleToDPII(int value)
  19. {
  20. return int(GetWindowScaleDPI().x * value);
  21. }
  22. // Main code
  23. int main(int, char**)
  24. {
  25. // Setup raylib window
  26. // do not set the FLAG_WINDOW_HIGHDPI flag, that scales a low res framebuffer up to the native resolution.
  27. // use the native resolution and scale your geometry.
  28. SetConfigFlags(FLAG_WINDOW_RESIZABLE);
  29. InitWindow(1280, 720, "Dear ImGui Raylib(OpenGL) example");
  30. // Setup Dear ImGui context
  31. ImGui::CreateContext();
  32. ImGuiIO& io = ImGui::GetIO(); (void)io;
  33. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  34. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  35. // tell ImGui the display scale
  36. if (!IsWindowState(FLAG_WINDOW_HIGHDPI))
  37. {
  38. io.DisplayFramebufferScale.x = GetWindowScaleDPI().x;
  39. io.DisplayFramebufferScale.y = GetWindowScaleDPI().y;
  40. }
  41. // Setup Dear ImGui style
  42. ImGui::StyleColorsDark();
  43. //ImGui::StyleColorsLight();
  44. // Setup Platform/Renderer backends
  45. ImGui_ImplRaylib_Init();
  46. // Load Fonts
  47. // - 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.
  48. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  49. // - 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).
  50. // - 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.
  51. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  52. // - Read 'docs/FONTS.md' for more instructions and details.
  53. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  54. // to properly scale for high DPI displays, we need to cale the font size by the dpi sale
  55. static constexpr int DefaultFonSize = 13;
  56. ImFontConfig defaultConfig;
  57. defaultConfig.SizePixels = DefaultFonSize;
  58. if (!IsWindowState(FLAG_WINDOW_HIGHDPI))
  59. {
  60. defaultConfig.SizePixels = defaultConfig.SizePixels * GetWindowScaleDPI().y;
  61. defaultConfig.RasterizerMultiply = GetWindowScaleDPI().y;
  62. }
  63. defaultConfig.PixelSnapH = true;
  64. io.Fonts->AddFontDefault(&defaultConfig);
  65. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  66. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  67. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  68. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  69. ImFont* font = io.Fonts->AddFontFromFileTTF("resources/driusstraight.ttf", ScaleToDPIF(18.0f), nullptr, io.Fonts->GetGlyphRangesJapanese());
  70. IM_ASSERT(font != nullptr);
  71. // Our state
  72. bool show_demo_window = true;
  73. bool show_another_window = false;
  74. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  75. // Main loop
  76. bool done = false;
  77. while (!done)
  78. {
  79. // Poll and handle events (inputs, window resize, etc.)
  80. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  81. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  82. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  83. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  84. ImGui_ImplRaylib_ProcessEvents();
  85. // Start the Dear ImGui frame
  86. ImGui_ImplRaylib_NewFrame();
  87. ImGui::NewFrame();
  88. // 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!).
  89. if (show_demo_window)
  90. ImGui::ShowDemoWindow(&show_demo_window);
  91. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  92. {
  93. static float f = 0.0f;
  94. static int counter = 0;
  95. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  96. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  97. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  98. ImGui::Checkbox("Another Window", &show_another_window);
  99. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  100. ImGui::ColorEdit3("clear color", &clear_color.x); // Edit 3 floats representing a color
  101. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  102. counter++;
  103. ImGui::SameLine();
  104. ImGui::Text("counter = %d", counter);
  105. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  106. ImGui::End();
  107. }
  108. // 3. Show another simple window.
  109. if (show_another_window)
  110. {
  111. 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)
  112. ImGui::Text("Hello from another window!");
  113. if (ImGui::Button("Close Me"))
  114. show_another_window = false;
  115. ImGui::End();
  116. }
  117. // Rendering
  118. ImGui::Render();
  119. BeginDrawing();
  120. ClearBackground(Color{ uint8_t(clear_color.x * 255), uint8_t(clear_color.y * 255), uint8_t(clear_color.z * 255), uint8_t(clear_color.w * 255) });
  121. ImGui_ImplRaylib_RenderDrawData(ImGui::GetDrawData());
  122. EndDrawing();
  123. done = WindowShouldClose();
  124. }
  125. // Cleanup
  126. ImGui_ImplRaylib_Shutdown();
  127. ImGui::DestroyContext();
  128. CloseWindow();
  129. return 0;
  130. }