imgui

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

main.cpp (10716B)


      1 // Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable 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 #include "imgui.h"
      7 #include "imgui_impl_glfw.h"
      8 #include "imgui_impl_opengl3.h"
      9 #include <stdio.h>
     10 
     11 #if defined(IMGUI_IMPL_OPENGL_ES2)
     12 #include <GLES2/gl2.h>
     13 // About Desktop OpenGL function loaders:
     14 //  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
     15 //  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
     16 //  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
     17 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
     18 #include <GL/gl3w.h>            // Initialize with gl3wInit()
     19 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
     20 #include <GL/glew.h>            // Initialize with glewInit()
     21 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
     22 #include <glad/glad.h>          // Initialize with gladLoadGL()
     23 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
     24 #include <glad/gl.h>            // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
     25 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
     26 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
     27 #include <glbinding/Binding.h>  // Initialize with glbinding::Binding::initialize()
     28 #include <glbinding/gl/gl.h>
     29 using namespace gl;
     30 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
     31 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
     32 #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
     33 #include <glbinding/gl/gl.h>
     34 using namespace gl;
     35 #else
     36 #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
     37 #endif
     38 
     39 // Include glfw3.h after our OpenGL definitions
     40 #include <GLFW/glfw3.h>
     41 
     42 // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
     43 // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
     44 // 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.
     45 #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
     46 #pragma comment(lib, "legacy_stdio_definitions")
     47 #endif
     48 
     49 static void glfw_error_callback(int error, const char* description)
     50 {
     51     fprintf(stderr, "Glfw Error %d: %s\n", error, description);
     52 }
     53 
     54 int main(int, char**)
     55 {
     56     // Setup window
     57     glfwSetErrorCallback(glfw_error_callback);
     58     if (!glfwInit())
     59         return 1;
     60 
     61     // Decide GL+GLSL versions
     62 #if defined(IMGUI_IMPL_OPENGL_ES2)
     63     // GL ES 2.0 + GLSL 100
     64     const char* glsl_version = "#version 100";
     65     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
     66     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
     67     glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
     68 #elif defined(__APPLE__)
     69     // GL 3.2 + GLSL 150
     70     const char* glsl_version = "#version 150";
     71     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
     72     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
     73     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
     74     glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // Required on Mac
     75 #else
     76     // GL 3.0 + GLSL 130
     77     const char* glsl_version = "#version 130";
     78     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
     79     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
     80     //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
     81     //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // 3.0+ only
     82 #endif
     83 
     84     // Create window with graphics context
     85     GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
     86     if (window == NULL)
     87         return 1;
     88     glfwMakeContextCurrent(window);
     89     glfwSwapInterval(1); // Enable vsync
     90 
     91     // Initialize OpenGL loader
     92 #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
     93     bool err = gl3wInit() != 0;
     94 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
     95     bool err = glewInit() != GLEW_OK;
     96 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
     97     bool err = gladLoadGL() == 0;
     98 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
     99     bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
    100 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
    101     bool err = false;
    102     glbinding::Binding::initialize();
    103 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
    104     bool err = false;
    105     glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
    106 #else
    107     bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
    108 #endif
    109     if (err)
    110     {
    111         fprintf(stderr, "Failed to initialize OpenGL loader!\n");
    112         return 1;
    113     }
    114 
    115     // Setup Dear ImGui context
    116     IMGUI_CHECKVERSION();
    117     ImGui::CreateContext();
    118     ImGuiIO& io = ImGui::GetIO(); (void)io;
    119     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
    120     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
    121 
    122     // Setup Dear ImGui style
    123     ImGui::StyleColorsDark();
    124     //ImGui::StyleColorsClassic();
    125 
    126     // Setup Platform/Renderer backends
    127     ImGui_ImplGlfw_InitForOpenGL(window, true);
    128     ImGui_ImplOpenGL3_Init(glsl_version);
    129 
    130     // Load Fonts
    131     // - 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.
    132     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
    133     // - 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).
    134     // - 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.
    135     // - Read 'docs/FONTS.md' for more instructions and details.
    136     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    137     //io.Fonts->AddFontDefault();
    138     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    139     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    140     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    141     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
    142     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    143     //IM_ASSERT(font != NULL);
    144 
    145     // Our state
    146     bool show_demo_window = true;
    147     bool show_another_window = false;
    148     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
    149 
    150     // Main loop
    151     while (!glfwWindowShouldClose(window))
    152     {
    153         // Poll and handle events (inputs, window resize, etc.)
    154         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
    155         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
    156         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
    157         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
    158         glfwPollEvents();
    159 
    160         // Start the Dear ImGui frame
    161         ImGui_ImplOpenGL3_NewFrame();
    162         ImGui_ImplGlfw_NewFrame();
    163         ImGui::NewFrame();
    164 
    165         // 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!).
    166         if (show_demo_window)
    167             ImGui::ShowDemoWindow(&show_demo_window);
    168 
    169         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
    170         {
    171             static float f = 0.0f;
    172             static int counter = 0;
    173 
    174             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
    175 
    176             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
    177             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
    178             ImGui::Checkbox("Another Window", &show_another_window);
    179 
    180             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
    181             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
    182 
    183             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
    184                 counter++;
    185             ImGui::SameLine();
    186             ImGui::Text("counter = %d", counter);
    187 
    188             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
    189             ImGui::End();
    190         }
    191 
    192         // 3. Show another simple window.
    193         if (show_another_window)
    194         {
    195             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)
    196             ImGui::Text("Hello from another window!");
    197             if (ImGui::Button("Close Me"))
    198                 show_another_window = false;
    199             ImGui::End();
    200         }
    201 
    202         // Rendering
    203         ImGui::Render();
    204         int display_w, display_h;
    205         glfwGetFramebufferSize(window, &display_w, &display_h);
    206         glViewport(0, 0, display_w, display_h);
    207         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
    208         glClear(GL_COLOR_BUFFER_BIT);
    209         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
    210 
    211         glfwSwapBuffers(window);
    212     }
    213 
    214     // Cleanup
    215     ImGui_ImplOpenGL3_Shutdown();
    216     ImGui_ImplGlfw_Shutdown();
    217     ImGui::DestroyContext();
    218 
    219     glfwDestroyWindow(window);
    220     glfwTerminate();
    221 
    222     return 0;
    223 }