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 (7780B)


      1 // Dear ImGui: standalone example application for SDL2 + OpenGL
      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 
      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_sdl_opengl3/ folder**
      8 // See imgui_impl_sdl.cpp for details.
      9 
     10 #include "imgui.h"
     11 #include "imgui_impl_sdl.h"
     12 #include "imgui_impl_opengl2.h"
     13 #include <stdio.h>
     14 #include <SDL.h>
     15 #include <SDL_opengl.h>
     16 
     17 // Main code
     18 int main(int, char**)
     19 {
     20     // Setup SDL
     21     // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
     22     // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
     23     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
     24     {
     25         printf("Error: %s\n", SDL_GetError());
     26         return -1;
     27     }
     28 
     29     // Setup window
     30     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
     31     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
     32     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
     33     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
     34     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
     35     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
     36     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
     37     SDL_GLContext gl_context = SDL_GL_CreateContext(window);
     38     SDL_GL_MakeCurrent(window, gl_context);
     39     SDL_GL_SetSwapInterval(1); // Enable vsync
     40 
     41     // Setup Dear ImGui context
     42     IMGUI_CHECKVERSION();
     43     ImGui::CreateContext();
     44     ImGuiIO& io = ImGui::GetIO(); (void)io;
     45     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
     46     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
     47 
     48     // Setup Dear ImGui style
     49     ImGui::StyleColorsDark();
     50     //ImGui::StyleColorsClassic();
     51 
     52     // Setup Platform/Renderer backends
     53     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
     54     ImGui_ImplOpenGL2_Init();
     55 
     56     // Load Fonts
     57     // - 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.
     58     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
     59     // - 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).
     60     // - 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.
     61     // - Read 'docs/FONTS.md' for more instructions and details.
     62     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     63     //io.Fonts->AddFontDefault();
     64     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
     65     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
     66     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
     67     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
     68     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
     69     //IM_ASSERT(font != NULL);
     70 
     71     // Our state
     72     bool show_demo_window = true;
     73     bool show_another_window = false;
     74     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
     75 
     76     // Main loop
     77     bool done = false;
     78     while (!done)
     79     {
     80         // Poll and handle events (inputs, window resize, etc.)
     81         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
     82         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
     83         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
     84         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
     85         SDL_Event event;
     86         while (SDL_PollEvent(&event))
     87         {
     88             ImGui_ImplSDL2_ProcessEvent(&event);
     89             if (event.type == SDL_QUIT)
     90                 done = true;
     91             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
     92                 done = true;
     93         }
     94 
     95         // Start the Dear ImGui frame
     96         ImGui_ImplOpenGL2_NewFrame();
     97         ImGui_ImplSDL2_NewFrame(window);
     98         ImGui::NewFrame();
     99 
    100         // 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!).
    101         if (show_demo_window)
    102             ImGui::ShowDemoWindow(&show_demo_window);
    103 
    104         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
    105         {
    106             static float f = 0.0f;
    107             static int counter = 0;
    108 
    109             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
    110 
    111             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
    112             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
    113             ImGui::Checkbox("Another Window", &show_another_window);
    114 
    115             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
    116             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
    117 
    118             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
    119                 counter++;
    120             ImGui::SameLine();
    121             ImGui::Text("counter = %d", counter);
    122 
    123             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
    124             ImGui::End();
    125         }
    126 
    127         // 3. Show another simple window.
    128         if (show_another_window)
    129         {
    130             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)
    131             ImGui::Text("Hello from another window!");
    132             if (ImGui::Button("Close Me"))
    133                 show_another_window = false;
    134             ImGui::End();
    135         }
    136 
    137         // Rendering
    138         ImGui::Render();
    139         glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
    140         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
    141         glClear(GL_COLOR_BUFFER_BIT);
    142         //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
    143         ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
    144         SDL_GL_SwapWindow(window);
    145     }
    146 
    147     // Cleanup
    148     ImGui_ImplOpenGL2_Shutdown();
    149     ImGui_ImplSDL2_Shutdown();
    150     ImGui::DestroyContext();
    151 
    152     SDL_GL_DeleteContext(gl_context);
    153     SDL_DestroyWindow(window);
    154     SDL_Quit();
    155 
    156     return 0;
    157 }