imgui_style_example.cpp 6.0 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. // Main code
  12. int main(int, char**)
  13. {
  14. // Setup raylib window
  15. SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
  16. InitWindow(1280, 720, "Dear ImGui Raylib(OpenGL) example");
  17. // Setup Dear ImGui context
  18. ImGui::CreateContext();
  19. ImGuiIO& io = ImGui::GetIO(); (void)io;
  20. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  21. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  22. // Setup Dear ImGui style
  23. ImGui::StyleColorsDark();
  24. //ImGui::StyleColorsLight();
  25. // Setup Platform/Renderer backends
  26. ImGui_ImplRaylib_Init();
  27. // Load Fonts
  28. // - 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.
  29. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  30. // - 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).
  31. // - 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.
  32. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  33. // - Read 'docs/FONTS.md' for more instructions and details.
  34. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  35. //io.Fonts->AddFontDefault();
  36. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  37. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  38. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  39. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  40. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  41. //IM_ASSERT(font != nullptr);
  42. // Our state
  43. bool show_demo_window = true;
  44. bool show_another_window = false;
  45. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  46. // Main loop
  47. bool done = false;
  48. while (!done)
  49. {
  50. // Poll and handle events (inputs, window resize, etc.)
  51. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  52. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  53. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  54. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  55. ImGui_ImplRaylib_ProcessEvents();
  56. // Start the Dear ImGui frame
  57. ImGui_ImplRaylib_NewFrame();
  58. ImGui::NewFrame();
  59. // 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!).
  60. if (show_demo_window)
  61. ImGui::ShowDemoWindow(&show_demo_window);
  62. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  63. {
  64. static float f = 0.0f;
  65. static int counter = 0;
  66. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  67. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  68. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  69. ImGui::Checkbox("Another Window", &show_another_window);
  70. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  71. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  72. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  73. counter++;
  74. ImGui::SameLine();
  75. ImGui::Text("counter = %d", counter);
  76. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  77. ImGui::End();
  78. }
  79. // 3. Show another simple window.
  80. if (show_another_window)
  81. {
  82. 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)
  83. ImGui::Text("Hello from another window!");
  84. if (ImGui::Button("Close Me"))
  85. show_another_window = false;
  86. ImGui::End();
  87. }
  88. // Rendering
  89. ImGui::Render();
  90. BeginDrawing();
  91. ClearBackground(Color{ (unsigned char)(clear_color.x * 255), (unsigned char)(clear_color.y * 255),(unsigned char)(clear_color.z * 255),(unsigned char)(clear_color.w * 255) });
  92. ImGui_ImplRaylib_RenderDrawData(ImGui::GetDrawData());
  93. EndDrawing();
  94. done = WindowShouldClose();
  95. }
  96. // Cleanup
  97. ImGui_ImplRaylib_Shutdown();
  98. ImGui::DestroyContext();
  99. CloseWindow();
  100. return 0;
  101. }