main.cpp 6.9 KB

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  1. // Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. // !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
  5. // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
  6. // !!! Nowadays, prefer using GLFW or SDL instead!
  7. // On Windows, you can install Freeglut using vcpkg:
  8. // git clone https://github.com/Microsoft/vcpkg
  9. // cd vcpkg
  10. // bootstrap - vcpkg.bat
  11. // vcpkg install freeglut --triplet=x86-windows ; for win32
  12. // vcpkg install freeglut --triplet=x64-windows ; for win64
  13. // vcpkg integrate install ; register include and libs in Visual Studio
  14. #include "imgui.h"
  15. #include "imgui_impl_glut.h"
  16. #include "imgui_impl_opengl2.h"
  17. #ifdef __APPLE__
  18. #include <GLUT/glut.h>
  19. #else
  20. #include <GL/freeglut.h>
  21. #endif
  22. #ifdef _MSC_VER
  23. #pragma warning (disable: 4505) // unreferenced local function has been removed
  24. #endif
  25. // Our state
  26. static bool show_demo_window = true;
  27. static bool show_another_window = false;
  28. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  29. void my_display_code()
  30. {
  31. // 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!).
  32. if (show_demo_window)
  33. ImGui::ShowDemoWindow(&show_demo_window);
  34. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  35. {
  36. static float f = 0.0f;
  37. static int counter = 0;
  38. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  39. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  40. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  41. ImGui::Checkbox("Another Window", &show_another_window);
  42. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  43. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  44. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  45. counter++;
  46. ImGui::SameLine();
  47. ImGui::Text("counter = %d", counter);
  48. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  49. ImGui::End();
  50. }
  51. // 3. Show another simple window.
  52. if (show_another_window)
  53. {
  54. 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)
  55. ImGui::Text("Hello from another window!");
  56. if (ImGui::Button("Close Me"))
  57. show_another_window = false;
  58. ImGui::End();
  59. }
  60. }
  61. void glut_display_func()
  62. {
  63. // Start the Dear ImGui frame
  64. ImGui_ImplOpenGL2_NewFrame();
  65. ImGui_ImplGLUT_NewFrame();
  66. my_display_code();
  67. // Rendering
  68. ImGui::Render();
  69. ImGuiIO& io = ImGui::GetIO();
  70. glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
  71. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  72. glClear(GL_COLOR_BUFFER_BIT);
  73. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
  74. ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
  75. glutSwapBuffers();
  76. glutPostRedisplay();
  77. }
  78. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  79. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  80. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  81. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  82. int main(int argc, char** argv)
  83. {
  84. // Create GLUT window
  85. glutInit(&argc, argv);
  86. #ifdef __FREEGLUT_EXT_H__
  87. glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
  88. #endif
  89. glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
  90. glutInitWindowSize(1280, 720);
  91. glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
  92. // Setup GLUT display function
  93. // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
  94. // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
  95. glutDisplayFunc(glut_display_func);
  96. // Setup Dear ImGui context
  97. IMGUI_CHECKVERSION();
  98. ImGui::CreateContext();
  99. ImGuiIO& io = ImGui::GetIO(); (void)io;
  100. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  101. // Setup Dear ImGui style
  102. ImGui::StyleColorsDark();
  103. //ImGui::StyleColorsClassic();
  104. // Setup Platform/Renderer backends
  105. ImGui_ImplGLUT_Init();
  106. ImGui_ImplGLUT_InstallFuncs();
  107. ImGui_ImplOpenGL2_Init();
  108. // Load Fonts
  109. // - 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.
  110. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  111. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  112. // - 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.
  113. // - Read 'docs/FONTS.md' for more instructions and details.
  114. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  115. //io.Fonts->AddFontDefault();
  116. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  117. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  118. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  119. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  120. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  121. //IM_ASSERT(font != NULL);
  122. glutMainLoop();
  123. // Cleanup
  124. ImGui_ImplOpenGL2_Shutdown();
  125. ImGui_ImplGLUT_Shutdown();
  126. ImGui::DestroyContext();
  127. return 0;
  128. }