137 lines
6.7 KiB
C++
137 lines
6.7 KiB
C++
|
// ImGui - standalone example application for SDL2 + OpenGL
|
||
|
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||
|
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||
|
// (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.)
|
||
|
|
||
|
#include "imgui.h"
|
||
|
#include "imgui_impl_sdl_gl3.h"
|
||
|
#include <stdio.h>
|
||
|
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
|
||
|
#include <SDL.h>
|
||
|
|
||
|
int main(int, char**)
|
||
|
{
|
||
|
// Setup SDL
|
||
|
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||
|
{
|
||
|
printf("Error: %s\n", SDL_GetError());
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
// Setup window
|
||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
|
||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||
|
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||
|
SDL_DisplayMode current;
|
||
|
SDL_GetCurrentDisplayMode(0, ¤t);
|
||
|
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||
|
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||
|
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||
|
gl3wInit();
|
||
|
|
||
|
// Setup ImGui binding
|
||
|
ImGui::CreateContext();
|
||
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||
|
ImGui_ImplSdlGL3_Init(window);
|
||
|
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
|
||
|
|
||
|
// Setup style
|
||
|
ImGui::StyleColorsDark();
|
||
|
//ImGui::StyleColorsClassic();
|
||
|
|
||
|
// 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 NULL. 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.
|
||
|
// - Read 'misc/fonts/README.txt' 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||
|
//IM_ASSERT(font != NULL);
|
||
|
|
||
|
bool show_demo_window = true;
|
||
|
bool show_another_window = false;
|
||
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||
|
|
||
|
// Main loop
|
||
|
bool done = false;
|
||
|
while (!done)
|
||
|
{
|
||
|
// 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.
|
||
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||
|
SDL_Event event;
|
||
|
while (SDL_PollEvent(&event))
|
||
|
{
|
||
|
ImGui_ImplSdlGL3_ProcessEvent(&event);
|
||
|
if (event.type == SDL_QUIT)
|
||
|
done = true;
|
||
|
}
|
||
|
ImGui_ImplSdlGL3_NewFrame(window);
|
||
|
|
||
|
// 1. Show a simple window.
|
||
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||
|
{
|
||
|
static float f = 0.0f;
|
||
|
static int counter = 0;
|
||
|
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
||
|
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
|
||
|
|
||
|
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
||
|
ImGui::Checkbox("Another Window", &show_another_window);
|
||
|
|
||
|
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
||
|
counter++;
|
||
|
ImGui::SameLine();
|
||
|
ImGui::Text("counter = %d", counter);
|
||
|
|
||
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||
|
}
|
||
|
|
||
|
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
||
|
if (show_another_window)
|
||
|
{
|
||
|
ImGui::Begin("Another Window", &show_another_window);
|
||
|
ImGui::Text("Hello from another window!");
|
||
|
if (ImGui::Button("Close Me"))
|
||
|
show_another_window = false;
|
||
|
ImGui::End();
|
||
|
}
|
||
|
|
||
|
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
||
|
if (show_demo_window)
|
||
|
{
|
||
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||
|
ImGui::ShowDemoWindow(&show_demo_window);
|
||
|
}
|
||
|
|
||
|
// Rendering
|
||
|
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
|
||
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
ImGui::Render();
|
||
|
SDL_GL_SwapWindow(window);
|
||
|
}
|
||
|
|
||
|
// Cleanup
|
||
|
ImGui_ImplSdlGL3_Shutdown();
|
||
|
ImGui::DestroyContext();
|
||
|
|
||
|
SDL_GL_DeleteContext(glcontext);
|
||
|
SDL_DestroyWindow(window);
|
||
|
SDL_Quit();
|
||
|
|
||
|
return 0;
|
||
|
}
|