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// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
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// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
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// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
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// !!! Nowadays, prefer using GLFW or SDL instead!
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// On Windows, you can install Freeglut using vcpkg:
// git clone https://github.com/Microsoft/vcpkg
// cd vcpkg
// bootstrap - vcpkg.bat
// vcpkg install freeglut --triplet=x86-windows ; for win32
// vcpkg install freeglut --triplet=x64-windows ; for win64
// vcpkg integrate install ; register include and libs in Visual Studio
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#include "imgui.h"
#include "imgui_impl_glut.h"
#include "imgui_impl_opengl2.h"
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#define GL_SILENCE_DEPRECATION
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#ifdef __APPLE__
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#include <GLUT/glut.h>
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#else
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#include <GL/freeglut.h>
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#endif
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed
#endif
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// Forward declarations of helper functions
void MainLoopStep ();
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// Our state
static bool show_demo_window = true ;
static bool show_another_window = false ;
static ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f );
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int main ( int argc , char ** argv )
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{
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// Create GLUT window
glutInit ( & argc , argv );
#ifdef __FREEGLUT_EXT_H__
glutSetOption ( GLUT_ACTION_ON_WINDOW_CLOSE , GLUT_ACTION_GLUTMAINLOOP_RETURNS );
#endif
glutInitDisplayMode ( GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE );
glutInitWindowSize ( 1280 , 720 );
glutCreateWindow ( "Dear ImGui GLUT+OpenGL2 Example" );
// Setup GLUT display function
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
glutDisplayFunc ( MainLoopStep );
// Setup Dear ImGui context
IMGUI_CHECKVERSION ();
ImGui :: CreateContext ();
ImGuiIO & io = ImGui :: GetIO (); ( void ) io ;
io . ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
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io . ConfigFlags |= ImGuiConfigFlags_DockingEnable ; // Enable Docking
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// Setup Dear ImGui style
ImGui :: StyleColorsDark ();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
ImGui_ImplGLUT_Init ();
ImGui_ImplOpenGL2_Init ();
// Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ImGui_ImplGLUT_InstallFuncs ();
// Load Fonts
// - 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.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Main loop
glutMainLoop ();
// Cleanup
ImGui_ImplOpenGL2_Shutdown ();
ImGui_ImplGLUT_Shutdown ();
ImGui :: DestroyContext ();
return 0 ;
}
void MainLoopStep ()
{
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame ();
ImGui_ImplGLUT_NewFrame ();
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ImGui :: NewFrame ();
ImGuiIO & io = ImGui :: GetIO ();
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// 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!).
if ( show_demo_window )
ImGui :: ShowDemoWindow ( & show_demo_window );
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
static float f = 0.0f ;
static int counter = 0 ;
ImGui :: Begin ( "Hello, world!" ); // Create a window called "Hello, world!" and append into it.
ImGui :: Text ( "This is some useful text." ); // Display some text (you can use a format strings too)
ImGui :: Checkbox ( "Demo Window" , & show_demo_window ); // Edit bools storing our window open/close state
ImGui :: Checkbox ( "Another Window" , & show_another_window );
ImGui :: SliderFloat ( "float" , & f , 0.0f , 1.0f ); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui :: ColorEdit3 ( "clear color" , ( float * ) & clear_color ); // Edit 3 floats representing a color
if ( ImGui :: Button ( "Button" )) // Buttons return true when clicked (most widgets return true when edited/activated)
counter ++ ;
ImGui :: SameLine ();
ImGui :: Text ( "counter = %d" , counter );
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ImGui :: Text ( "Application average %.3f ms/frame (%.1f FPS)" , 1000.0f / io . Framerate , io . Framerate );
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ImGui :: End ();
}
// 3. Show another simple window.
if ( show_another_window )
{
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)
ImGui :: Text ( "Hello from another window!" );
if ( ImGui :: Button ( "Close Me" ))
show_another_window = false ;
ImGui :: End ();
}
// Rendering
ImGui :: Render ();
glViewport ( 0 , 0 , ( GLsizei ) io . DisplaySize . x , ( GLsizei ) io . DisplaySize . y );
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glClearColor ( clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w );
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glClear ( GL_COLOR_BUFFER_BIT );
//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.
ImGui_ImplOpenGL2_RenderDrawData ( ImGui :: GetDrawData ());
glutSwapBuffers ();
glutPostRedisplay ();
}