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// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
# include "imgui.h"
# include "imgui_impl_glfw.h"
# include "imgui_impl_opengl3.h"
# include <stdio.h>
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# define GL_SILENCE_DEPRECATION
# if defined(IMGUI_IMPL_OPENGL_ES2)
# include <GLES2/gl2.h>
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# endif
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# include <GLFW/glfw3.h> // Will drag system OpenGL headers
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// 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.
# if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
# pragma comment(lib, "legacy_stdio_definitions")
# endif
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// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
# ifdef __EMSCRIPTEN__
# include "../libs/emscripten/emscripten_mainloop_stub.h"
# endif
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static void glfw_error_callback ( int error , const char * description )
{
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fprintf ( stderr , " GLFW Error %d: %s \n " , error , description ) ;
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}
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// Main code
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int main ( int , char * * )
{
glfwSetErrorCallback ( glfw_error_callback ) ;
if ( ! glfwInit ( ) )
return 1 ;
// Decide GL+GLSL versions
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# if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char * glsl_version = " #version 100 " ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MAJOR , 2 ) ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MINOR , 0 ) ;
glfwWindowHint ( GLFW_CLIENT_API , GLFW_OPENGL_ES_API ) ;
# elif defined(__APPLE__)
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// GL 3.2 + GLSL 150
const char * glsl_version = " #version 150 " ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MAJOR , 3 ) ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MINOR , 2 ) ;
glfwWindowHint ( GLFW_OPENGL_PROFILE , GLFW_OPENGL_CORE_PROFILE ) ; // 3.2+ only
glfwWindowHint ( GLFW_OPENGL_FORWARD_COMPAT , GL_TRUE ) ; // Required on Mac
# else
// GL 3.0 + GLSL 130
const char * glsl_version = " #version 130 " ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MAJOR , 3 ) ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MINOR , 0 ) ;
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
# endif
// Create window with graphics context
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GLFWwindow * window = glfwCreateWindow ( 1280 , 720 , " Dear ImGui GLFW+OpenGL3 example " , nullptr , nullptr ) ;
if ( window = = nullptr )
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return 1 ;
glfwMakeContextCurrent ( window ) ;
glfwSwapInterval ( 1 ) ; // Enable vsync
// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags | = ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
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io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
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//ImGui::StyleColorsLight();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle & style = ImGui : : GetStyle ( ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
style . WindowRounding = 0.0f ;
style . Colors [ ImGuiCol_WindowBg ] . w = 1.0f ;
}
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// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL ( window , true ) ;
ImGui_ImplOpenGL3_Init ( glsl_version ) ;
// 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.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - 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 \\ !
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// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
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// Our state
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
// Main loop
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# ifdef __EMSCRIPTEN__
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io . IniFilename = nullptr ;
EMSCRIPTEN_MAINLOOP_BEGIN
# else
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while ( ! glfwWindowShouldClose ( window ) )
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# endif
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{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - 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.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents ( ) ;
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplGlfw_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
// 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 ( ) ;
int display_w , display_h ;
glfwGetFramebufferSize ( window , & display_w , & display_h ) ;
glViewport ( 0 , 0 , display_w , display_h ) ;
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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 ) ;
ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
GLFWwindow * backup_current_context = glfwGetCurrentContext ( ) ;
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
glfwMakeContextCurrent ( backup_current_context ) ;
}
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glfwSwapBuffers ( window ) ;
}
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# ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END ;
# endif
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// Cleanup
ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplGlfw_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
glfwDestroyWindow ( window ) ;
glfwTerminate ( ) ;
return 0 ;
}