209 lines
9.7 KiB
C++
209 lines
9.7 KiB
C++
// dear imgui: standalone example application for SDL2 + OpenGL
|
|
// If you are new to dear 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.h"
|
|
#include "imgui_impl_opengl3.h"
|
|
#include <stdio.h>
|
|
#include <SDL.h>
|
|
|
|
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
|
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
|
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
|
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
|
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
|
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
|
#include <GL/glew.h> // Initialize with glewInit()
|
|
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
|
#include <glad/glad.h> // Initialize with gladLoadGL()
|
|
#else
|
|
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
|
#endif
|
|
|
|
int main(int, char**)
|
|
{
|
|
// Setup SDL
|
|
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
|
{
|
|
printf("Error: %s\n", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
// Decide GL+GLSL versions
|
|
#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
|
|
|
|
// Create window with graphics context
|
|
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, ¤t);
|
|
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
|
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
|
SDL_GL_SetSwapInterval(1); // Enable vsync
|
|
|
|
// Initialize OpenGL loader
|
|
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
|
bool err = gl3wInit() != 0;
|
|
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
|
bool err = glewInit() != GLEW_OK;
|
|
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
|
bool err = gladLoadGL() == 0;
|
|
#else
|
|
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
|
|
#endif
|
|
if (err)
|
|
{
|
|
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
|
return 1;
|
|
}
|
|
|
|
// Setup Dear ImGui context
|
|
IMGUI_CHECKVERSION();
|
|
ImGui::CreateContext();
|
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
|
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
|
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
|
|
|
// Setup Platform/Renderer bindings
|
|
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
|
ImGui_ImplOpenGL3_Init(glsl_version);
|
|
|
|
// Setup Style
|
|
ImGui::StyleColorsDark();
|
|
//ImGui::StyleColorsClassic();
|
|
|
|
ImGuiStyle& style = ImGui::GetStyle();
|
|
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
|
|
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
|
|
|
|
// 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)
|
|
{
|
|
// 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.
|
|
// - 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_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(window);
|
|
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);
|
|
|
|
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
|
{
|
|
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);
|
|
|
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
|
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();
|
|
SDL_GL_MakeCurrent(window, gl_context);
|
|
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
|
|
|
// Update and Render additional Platform Windows
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
ImGui::UpdatePlatformWindows();
|
|
ImGui::RenderPlatformWindowsDefault();
|
|
}
|
|
|
|
SDL_GL_MakeCurrent(window, gl_context);
|
|
SDL_GL_SwapWindow(window);
|
|
}
|
|
|
|
// Cleanup
|
|
ImGui_ImplOpenGL3_Shutdown();
|
|
ImGui_ImplSDL2_Shutdown();
|
|
ImGui::DestroyContext();
|
|
|
|
SDL_GL_DeleteContext(gl_context);
|
|
SDL_DestroyWindow(window);
|
|
SDL_Quit();
|
|
|
|
return 0;
|
|
}
|