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 (11230B)


      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 // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
      4 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
      5 // Read online: https://github.com/ocornut/imgui/tree/master/docs
      6 
      7 #include "imgui.h"
      8 #include "imgui_impl_sdl.h"
      9 #include "imgui_impl_opengl3.h"
     10 #include <stdio.h>
     11 #include <SDL.h>
     12 
     13 #if defined(IMGUI_IMPL_OPENGL_ES2)
     14 #include <GLES2/gl2.h>
     15 // About Desktop OpenGL function loaders:
     16 //  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
     17 //  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
     18 //  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
     19 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
     20 #include <GL/gl3w.h>            // Initialize with gl3wInit()
     21 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
     22 #include <GL/glew.h>            // Initialize with glewInit()
     23 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
     24 #include <glad/glad.h>          // Initialize with gladLoadGL()
     25 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
     26 #include <glad/gl.h>            // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
     27 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
     28 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
     29 #include <glbinding/Binding.h>  // Initialize with glbinding::Binding::initialize()
     30 #include <glbinding/gl/gl.h>
     31 using namespace gl;
     32 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
     33 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
     34 #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
     35 #include <glbinding/gl/gl.h>
     36 using namespace gl;
     37 #else
     38 #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
     39 #endif
     40 
     41 // Main code
     42 int main(int, char**)
     43 {
     44     // Setup SDL
     45     // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
     46     // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
     47     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
     48     {
     49         printf("Error: %s\n", SDL_GetError());
     50         return -1;
     51     }
     52 
     53     // Decide GL+GLSL versions
     54 #if defined(IMGUI_IMPL_OPENGL_ES2)
     55     // GL ES 2.0 + GLSL 100
     56     const char* glsl_version = "#version 100";
     57     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
     58     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
     59     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
     60     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
     61 #elif defined(__APPLE__)
     62     // GL 3.2 Core + GLSL 150
     63     const char* glsl_version = "#version 150";
     64     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
     65     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
     66     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
     67     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
     68 #else
     69     // GL 3.0 + GLSL 130
     70     const char* glsl_version = "#version 130";
     71     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
     72     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
     73     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
     74     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
     75 #endif
     76 
     77     // Create window with graphics context
     78     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
     79     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
     80     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
     81     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
     82     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
     83     SDL_GLContext gl_context = SDL_GL_CreateContext(window);
     84     SDL_GL_MakeCurrent(window, gl_context);
     85     SDL_GL_SetSwapInterval(1); // Enable vsync
     86 
     87     // Initialize OpenGL loader
     88 #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
     89     bool err = gl3wInit() != 0;
     90 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
     91     bool err = glewInit() != GLEW_OK;
     92 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
     93     bool err = gladLoadGL() == 0;
     94 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
     95     bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
     96 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
     97     bool err = false;
     98     glbinding::Binding::initialize();
     99 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
    100     bool err = false;
    101     glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
    102 #else
    103     bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
    104 #endif
    105     if (err)
    106     {
    107         fprintf(stderr, "Failed to initialize OpenGL loader!\n");
    108         return 1;
    109     }
    110 
    111     // Setup Dear ImGui context
    112     IMGUI_CHECKVERSION();
    113     ImGui::CreateContext();
    114     ImGuiIO& io = ImGui::GetIO(); (void)io;
    115     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
    116     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
    117 
    118     // Setup Dear ImGui style
    119     ImGui::StyleColorsDark();
    120     //ImGui::StyleColorsClassic();
    121 
    122     // Setup Platform/Renderer backends
    123     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
    124     ImGui_ImplOpenGL3_Init(glsl_version);
    125 
    126     // Load Fonts
    127     // - 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.
    128     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
    129     // - 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).
    130     // - 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.
    131     // - Read 'docs/FONTS.md' for more instructions and details.
    132     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    133     //io.Fonts->AddFontDefault();
    134     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    135     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    136     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    137     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
    138     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    139     //IM_ASSERT(font != NULL);
    140 
    141     // Our state
    142     bool show_demo_window = true;
    143     bool show_another_window = false;
    144     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
    145 
    146     // Main loop
    147     bool done = false;
    148     while (!done)
    149     {
    150         // Poll and handle events (inputs, window resize, etc.)
    151         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
    152         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
    153         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
    154         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
    155         SDL_Event event;
    156         while (SDL_PollEvent(&event))
    157         {
    158             ImGui_ImplSDL2_ProcessEvent(&event);
    159             if (event.type == SDL_QUIT)
    160                 done = true;
    161             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
    162                 done = true;
    163         }
    164 
    165         // Start the Dear ImGui frame
    166         ImGui_ImplOpenGL3_NewFrame();
    167         ImGui_ImplSDL2_NewFrame(window);
    168         ImGui::NewFrame();
    169 
    170         // 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!).
    171         if (show_demo_window)
    172             ImGui::ShowDemoWindow(&show_demo_window);
    173 
    174         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
    175         {
    176             static float f = 0.0f;
    177             static int counter = 0;
    178 
    179             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
    180 
    181             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
    182             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
    183             ImGui::Checkbox("Another Window", &show_another_window);
    184 
    185             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
    186             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
    187 
    188             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
    189                 counter++;
    190             ImGui::SameLine();
    191             ImGui::Text("counter = %d", counter);
    192 
    193             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
    194             ImGui::End();
    195         }
    196 
    197         // 3. Show another simple window.
    198         if (show_another_window)
    199         {
    200             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)
    201             ImGui::Text("Hello from another window!");
    202             if (ImGui::Button("Close Me"))
    203                 show_another_window = false;
    204             ImGui::End();
    205         }
    206 
    207         // Rendering
    208         ImGui::Render();
    209         glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
    210         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
    211         glClear(GL_COLOR_BUFFER_BIT);
    212         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
    213         SDL_GL_SwapWindow(window);
    214     }
    215 
    216     // Cleanup
    217     ImGui_ImplOpenGL3_Shutdown();
    218     ImGui_ImplSDL2_Shutdown();
    219     ImGui::DestroyContext();
    220 
    221     SDL_GL_DeleteContext(gl_context);
    222     SDL_DestroyWindow(window);
    223     SDL_Quit();
    224 
    225     return 0;
    226 }