main.cpp (7752B)
1 // Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline 2 // (GLFW 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 6 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** 7 // **Prefer using the code in the example_glfw_opengl2/ folder** 8 // See imgui_impl_glfw.cpp for details. 9 10 #include "imgui.h" 11 #include "imgui_impl_glfw.h" 12 #include "imgui_impl_opengl2.h" 13 #include <stdio.h> 14 #ifdef __APPLE__ 15 #define GL_SILENCE_DEPRECATION 16 #endif 17 #include <GLFW/glfw3.h> 18 19 // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. 20 // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. 21 // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. 22 #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) 23 #pragma comment(lib, "legacy_stdio_definitions") 24 #endif 25 26 static void glfw_error_callback(int error, const char* description) 27 { 28 fprintf(stderr, "Glfw Error %d: %s\n", error, description); 29 } 30 31 int main(int, char**) 32 { 33 // Setup window 34 glfwSetErrorCallback(glfw_error_callback); 35 if (!glfwInit()) 36 return 1; 37 GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL); 38 if (window == NULL) 39 return 1; 40 glfwMakeContextCurrent(window); 41 glfwSwapInterval(1); // Enable vsync 42 43 // Setup Dear ImGui context 44 IMGUI_CHECKVERSION(); 45 ImGui::CreateContext(); 46 ImGuiIO& io = ImGui::GetIO(); (void)io; 47 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls 48 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls 49 50 // Setup Dear ImGui style 51 ImGui::StyleColorsDark(); 52 //ImGui::StyleColorsClassic(); 53 54 // Setup Platform/Renderer backends 55 ImGui_ImplGlfw_InitForOpenGL(window, true); 56 ImGui_ImplOpenGL2_Init(); 57 58 // Load Fonts 59 // - 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. 60 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 61 // - 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). 62 // - 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. 63 // - Read 'docs/FONTS.md' for more instructions and details. 64 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! 65 //io.Fonts->AddFontDefault(); 66 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); 67 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); 68 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); 69 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); 70 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); 71 //IM_ASSERT(font != NULL); 72 73 // Our state 74 bool show_demo_window = true; 75 bool show_another_window = false; 76 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); 77 78 // Main loop 79 while (!glfwWindowShouldClose(window)) 80 { 81 // Poll and handle events (inputs, window resize, etc.) 82 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. 83 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. 84 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. 85 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. 86 glfwPollEvents(); 87 88 // Start the Dear ImGui frame 89 ImGui_ImplOpenGL2_NewFrame(); 90 ImGui_ImplGlfw_NewFrame(); 91 ImGui::NewFrame(); 92 93 // 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!). 94 if (show_demo_window) 95 ImGui::ShowDemoWindow(&show_demo_window); 96 97 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. 98 { 99 static float f = 0.0f; 100 static int counter = 0; 101 102 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. 103 104 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) 105 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state 106 ImGui::Checkbox("Another Window", &show_another_window); 107 108 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f 109 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color 110 111 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) 112 counter++; 113 ImGui::SameLine(); 114 ImGui::Text("counter = %d", counter); 115 116 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); 117 ImGui::End(); 118 } 119 120 // 3. Show another simple window. 121 if (show_another_window) 122 { 123 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) 124 ImGui::Text("Hello from another window!"); 125 if (ImGui::Button("Close Me")) 126 show_another_window = false; 127 ImGui::End(); 128 } 129 130 // Rendering 131 ImGui::Render(); 132 int display_w, display_h; 133 glfwGetFramebufferSize(window, &display_w, &display_h); 134 glViewport(0, 0, display_w, display_h); 135 glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); 136 glClear(GL_COLOR_BUFFER_BIT); 137 138 // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), 139 // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. 140 //GLint last_program; 141 //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); 142 //glUseProgram(0); 143 ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); 144 //glUseProgram(last_program); 145 146 glfwMakeContextCurrent(window); 147 glfwSwapBuffers(window); 148 } 149 150 // Cleanup 151 ImGui_ImplOpenGL2_Shutdown(); 152 ImGui_ImplGlfw_Shutdown(); 153 ImGui::DestroyContext(); 154 155 glfwDestroyWindow(window); 156 glfwTerminate(); 157 158 return 0; 159 }