main.cpp 8.4 KB

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  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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. #include "imgui.h"
  6. #include "imgui_impl_sdl.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #include <SDL.h>
  10. #if defined(IMGUI_IMPL_OPENGL_ES2)
  11. #include <SDL_opengles2.h>
  12. #else
  13. #include <SDL_opengl.h>
  14. #endif
  15. // Main code
  16. int main(int, char**)
  17. {
  18. // Setup SDL
  19. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  20. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  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. // Decide GL+GLSL versions
  27. #if defined(IMGUI_IMPL_OPENGL_ES2)
  28. // GL ES 2.0 + GLSL 100
  29. const char* glsl_version = "#version 100";
  30. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  31. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  32. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  33. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  34. #elif defined(__APPLE__)
  35. // GL 3.2 Core + GLSL 150
  36. const char* glsl_version = "#version 150";
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  38. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  39. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  40. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  41. #else
  42. // GL 3.0 + GLSL 130
  43. const char* glsl_version = "#version 130";
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  45. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  46. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  47. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  48. #endif
  49. // Create window with graphics context
  50. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  51. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  52. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  53. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  54. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  55. SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  56. SDL_GL_MakeCurrent(window, gl_context);
  57. SDL_GL_SetSwapInterval(1); // Enable vsync
  58. // Setup Dear ImGui context
  59. IMGUI_CHECKVERSION();
  60. ImGui::CreateContext();
  61. ImGuiIO& io = ImGui::GetIO(); (void)io;
  62. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  63. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  64. // Setup Dear ImGui style
  65. ImGui::StyleColorsDark();
  66. //ImGui::StyleColorsClassic();
  67. // Setup Platform/Renderer backends
  68. ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  69. ImGui_ImplOpenGL3_Init(glsl_version);
  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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  74. // - 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.
  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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  79. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  80. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  81. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  82. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  83. //IM_ASSERT(font != NULL);
  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.
  95. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  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. // Start the Dear ImGui frame
  107. ImGui_ImplOpenGL3_NewFrame();
  108. ImGui_ImplSDL2_NewFrame();
  109. ImGui::NewFrame();
  110. // 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!).
  111. if (show_demo_window)
  112. ImGui::ShowDemoWindow(&show_demo_window);
  113. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  114. {
  115. static float f = 0.0f;
  116. static int counter = 0;
  117. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  118. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  119. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  120. ImGui::Checkbox("Another Window", &show_another_window);
  121. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  122. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  123. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  124. counter++;
  125. ImGui::SameLine();
  126. ImGui::Text("counter = %d", counter);
  127. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  128. ImGui::End();
  129. }
  130. // 3. Show another simple window.
  131. if (show_another_window)
  132. {
  133. 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)
  134. ImGui::Text("Hello from another window!");
  135. if (ImGui::Button("Close Me"))
  136. show_another_window = false;
  137. ImGui::End();
  138. }
  139. // Rendering
  140. ImGui::Render();
  141. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  142. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  143. glClear(GL_COLOR_BUFFER_BIT);
  144. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  145. SDL_GL_SwapWindow(window);
  146. }
  147. // Cleanup
  148. ImGui_ImplOpenGL3_Shutdown();
  149. ImGui_ImplSDL2_Shutdown();
  150. ImGui::DestroyContext();
  151. SDL_GL_DeleteContext(gl_context);
  152. SDL_DestroyWindow(window);
  153. SDL_Quit();
  154. return 0;
  155. }