main.cpp 7.7 KB

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  1. // Dear ImGui: standalone example application for SDL2 + SDL_Renderer
  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. // Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
  6. // because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
  7. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl.h"
  10. #include "imgui_impl_sdlrenderer.h"
  11. #include <stdio.h>
  12. #include <SDL.h>
  13. #if !SDL_VERSION_ATLEAST(2,0,17)
  14. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  15. #endif
  16. // Main code
  17. int main(int, char**)
  18. {
  19. // Setup SDL
  20. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  21. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  22. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  23. {
  24. printf("Error: %s\n", SDL_GetError());
  25. return -1;
  26. }
  27. // Setup window
  28. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  29. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  30. // Setup SDL_Renderer instance
  31. SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
  32. if (renderer == NULL)
  33. {
  34. SDL_Log("Error creating SDL_Renderer!");
  35. return false;
  36. }
  37. //SDL_RendererInfo info;
  38. //SDL_GetRendererInfo(renderer, &info);
  39. //SDL_Log("Current SDL_Renderer: %s", info.name);
  40. // Setup Dear ImGui context
  41. IMGUI_CHECKVERSION();
  42. ImGui::CreateContext();
  43. ImGuiIO& io = ImGui::GetIO(); (void)io;
  44. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  45. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  46. // Setup Dear ImGui style
  47. ImGui::StyleColorsDark();
  48. //ImGui::StyleColorsClassic();
  49. // Setup Platform/Renderer backends
  50. ImGui_ImplSDL2_InitForSDLRenderer(window);
  51. ImGui_ImplSDLRenderer_Init(renderer);
  52. // Load Fonts
  53. // - 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.
  54. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  55. // - 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).
  56. // - 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.
  57. // - Read 'docs/FONTS.md' for more instructions and details.
  58. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  59. //io.Fonts->AddFontDefault();
  60. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  61. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  62. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  63. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  64. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  65. //IM_ASSERT(font != NULL);
  66. // Our state
  67. bool show_demo_window = true;
  68. bool show_another_window = false;
  69. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  70. // Main loop
  71. bool done = false;
  72. while (!done)
  73. {
  74. // Poll and handle events (inputs, window resize, etc.)
  75. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  76. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  77. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  78. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  79. SDL_Event event;
  80. while (SDL_PollEvent(&event))
  81. {
  82. ImGui_ImplSDL2_ProcessEvent(&event);
  83. if (event.type == SDL_QUIT)
  84. done = true;
  85. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  86. done = true;
  87. }
  88. // Start the Dear ImGui frame
  89. ImGui_ImplSDLRenderer_NewFrame();
  90. ImGui_ImplSDL2_NewFrame(window);
  91. ImGui::NewFrame();
  92. // 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!).
  93. if (show_demo_window)
  94. ImGui::ShowDemoWindow(&show_demo_window);
  95. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  96. {
  97. static float f = 0.0f;
  98. static int counter = 0;
  99. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  100. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  101. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  102. ImGui::Checkbox("Another Window", &show_another_window);
  103. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  104. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  105. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  106. counter++;
  107. ImGui::SameLine();
  108. ImGui::Text("counter = %d", counter);
  109. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  110. ImGui::End();
  111. }
  112. // 3. Show another simple window.
  113. if (show_another_window)
  114. {
  115. 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)
  116. ImGui::Text("Hello from another window!");
  117. if (ImGui::Button("Close Me"))
  118. show_another_window = false;
  119. ImGui::End();
  120. }
  121. // Rendering
  122. ImGui::Render();
  123. SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
  124. SDL_RenderClear(renderer);
  125. ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
  126. SDL_RenderPresent(renderer);
  127. }
  128. // Cleanup
  129. ImGui_ImplSDLRenderer_Shutdown();
  130. ImGui_ImplSDL2_Shutdown();
  131. ImGui::DestroyContext();
  132. SDL_DestroyRenderer(renderer);
  133. SDL_DestroyWindow(window);
  134. SDL_Quit();
  135. return 0;
  136. }