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 (6681B)


      1 // Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
      2 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
      3 // Read online: https://github.com/ocornut/imgui/tree/master/docs
      4 
      5 // !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
      6 // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
      7 // !!! Nowadays, prefer using GLFW or SDL instead!
      8 
      9 #include "imgui.h"
     10 #include "imgui_impl_glut.h"
     11 #include "imgui_impl_opengl2.h"
     12 #ifdef __APPLE__
     13     #include <GLUT/glut.h>
     14 #else
     15     #include <GL/freeglut.h>
     16 #endif
     17 
     18 #ifdef _MSC_VER
     19 #pragma warning (disable: 4505) // unreferenced local function has been removed
     20 #endif
     21 
     22 // Our state
     23 static bool show_demo_window = true;
     24 static bool show_another_window = false;
     25 static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
     26 
     27 void my_display_code()
     28 {
     29     // 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!).
     30     if (show_demo_window)
     31         ImGui::ShowDemoWindow(&show_demo_window);
     32 
     33     // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
     34     {
     35         static float f = 0.0f;
     36         static int counter = 0;
     37 
     38         ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
     39 
     40         ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
     41         ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
     42         ImGui::Checkbox("Another Window", &show_another_window);
     43 
     44         ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
     45         ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
     46 
     47         if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
     48             counter++;
     49         ImGui::SameLine();
     50         ImGui::Text("counter = %d", counter);
     51 
     52         ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
     53         ImGui::End();
     54     }
     55 
     56     // 3. Show another simple window.
     57     if (show_another_window)
     58     {
     59         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)
     60         ImGui::Text("Hello from another window!");
     61         if (ImGui::Button("Close Me"))
     62             show_another_window = false;
     63         ImGui::End();
     64     }
     65 }
     66 
     67 void glut_display_func()
     68 {
     69     // Start the Dear ImGui frame
     70     ImGui_ImplOpenGL2_NewFrame();
     71     ImGui_ImplGLUT_NewFrame();
     72 
     73     my_display_code();
     74 
     75     // Rendering
     76     ImGui::Render();
     77     ImGuiIO& io = ImGui::GetIO();
     78     glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
     79     glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
     80     glClear(GL_COLOR_BUFFER_BIT);
     81     //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
     82     ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
     83 
     84     glutSwapBuffers();
     85     glutPostRedisplay();
     86 }
     87 
     88 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
     89 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
     90 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
     91 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
     92 
     93 int main(int argc, char** argv)
     94 {
     95     // Create GLUT window
     96     glutInit(&argc, argv);
     97 #ifdef __FREEGLUT_EXT_H__
     98     glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
     99 #endif
    100     glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
    101     glutInitWindowSize(1280, 720);
    102     glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
    103 
    104     // Setup GLUT display function
    105     // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
    106     // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
    107     glutDisplayFunc(glut_display_func);
    108 
    109     // Setup Dear ImGui context
    110     IMGUI_CHECKVERSION();
    111     ImGui::CreateContext();
    112     ImGuiIO& io = ImGui::GetIO(); (void)io;
    113     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
    114 
    115     // Setup Dear ImGui style
    116     ImGui::StyleColorsDark();
    117     //ImGui::StyleColorsClassic();
    118 
    119     // Setup Platform/Renderer backends
    120     ImGui_ImplGLUT_Init();
    121     ImGui_ImplGLUT_InstallFuncs();
    122     ImGui_ImplOpenGL2_Init();
    123 
    124     // Load Fonts
    125     // - 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.
    126     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
    127     // - 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).
    128     // - 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.
    129     // - Read 'docs/FONTS.md' for more instructions and details.
    130     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    131     //io.Fonts->AddFontDefault();
    132     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    133     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    134     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    135     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
    136     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    137     //IM_ASSERT(font != NULL);
    138 
    139     glutMainLoop();
    140 
    141     // Cleanup
    142     ImGui_ImplOpenGL2_Shutdown();
    143     ImGui_ImplGLUT_Shutdown();
    144     ImGui::DestroyContext();
    145 
    146     return 0;
    147 }