AnimTestbed/3rdparty/imnodes/example/main.cpp

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#include "node_editor.h"
#include <imgui.h>
#include <imgui_impl_sdl.h>
#include <imgui_impl_opengl3.h>
#include <imnodes.h>
#include <stdio.h>
#include <SDL.h>
#include <GL/gl3w.h>
int main(int, char**)
{
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
#if __APPLE__
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
SDL_GL_SetAttribute(
SDL_GL_CONTEXT_FLAGS,
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow(
"imgui-node-editor example",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1280,
720,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
if (gl3wInit())
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return 1;
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
ImNodes::CreateContext();
// Setup style
ImGui::StyleColorsDark();
ImNodes::StyleColorsDark();
bool done = false;
bool initialized = false;
{
const ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
}
while (!done)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE &&
event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
if (!initialized)
{
initialized = true;
example::NodeEditorInitialize();
}
example::NodeEditorShow();
// Rendering
ImGui::Render();
int fb_width, fb_height;
SDL_GL_GetDrawableSize(window, &fb_width, &fb_height);
glViewport(0, 0, fb_width, fb_height);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
}
example::NodeEditorShutdown();
ImNodes::DestroyContext();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}