imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
git clone https://git.neptards.moe/neptards/imgui.git
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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 }