Backends: SDL3: update to run with SDL3. Examples: Add SDL3+Gl example. Remove some version checks. (#6146)
More update upcoming in docking branch.features/sdl_renderer3_multiviewports
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#
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# Cross Platform Makefile
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# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
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#
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# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
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#CXX = g++
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#CXX = clang++
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EXE = example_sdl3_opengl3
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IMGUI_DIR = ../..
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SOURCES = main.cpp
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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LINUX_GL_LIBS = -lGL
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CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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CXXFLAGS += -g -Wall -Wformat
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LIBS =
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##---------------------------------------------------------------------
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## OPENGL ES
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##---------------------------------------------------------------------
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## This assumes a GL ES library available in the system, e.g. libGLESv2.so
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# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
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# LINUX_GL_LIBS = -lGLESv2
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## If you're on a Raspberry Pi and want to use the legacy drivers,
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## use the following instead:
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# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
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##---------------------------------------------------------------------
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## BUILD FLAGS PER PLATFORM
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##---------------------------------------------------------------------
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ifeq ($(UNAME_S), Linux) #LINUX
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ECHO_MESSAGE = "Linux"
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LIBS += $(LINUX_GL_LIBS) -ldl `sdl3-config --libs`
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CXXFLAGS += `sdl3-config --cflags`
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CFLAGS = $(CXXFLAGS)
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endif |
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ifeq ($(UNAME_S), Darwin) #APPLE
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ECHO_MESSAGE = "Mac OS X"
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LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
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LIBS += -L/usr/local/lib -L/opt/local/lib
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CXXFLAGS += `sdl3-config --cflags`
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CXXFLAGS += -I/usr/local/include -I/opt/local/include
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CFLAGS = $(CXXFLAGS)
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endif |
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ifeq ($(OS), Windows_NT) |
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ECHO_MESSAGE = "MinGW"
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LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
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CXXFLAGS += `pkg-config --cflags sdl3`
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CFLAGS = $(CXXFLAGS)
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endif |
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##---------------------------------------------------------------------
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## BUILD RULES
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##---------------------------------------------------------------------
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%.o:%.cpp |
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/%.cpp |
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/backends/%.cpp |
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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all: $(EXE) |
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@echo Build complete for $(ECHO_MESSAGE)
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$(EXE): $(OBJS) |
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$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
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clean: |
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rm -f $(EXE) $(OBJS)
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#
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# Makefile to use with SDL+emscripten
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# See https://emscripten.org/docs/getting_started/downloads.html
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# for installation instructions.
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#
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# This Makefile assumes you have loaded emscripten's environment.
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# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
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#
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# Running `make -f Makefile.emscripten` will produce three files:
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# - web/index.html
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# - web/index.js
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# - web/index.wasm
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#
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# All three are needed to run the demo.
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CC = emcc
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CXX = em++
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WEB_DIR = web
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EXE = $(WEB_DIR)/index.html
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IMGUI_DIR = ../..
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SOURCES = main.cpp
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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CPPFLAGS =
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LDFLAGS =
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EMS =
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##---------------------------------------------------------------------
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## EMSCRIPTEN OPTIONS
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##---------------------------------------------------------------------
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# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
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EMS += -s USE_SDL=2
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EMS += -s DISABLE_EXCEPTION_CATCHING=1
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LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
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# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
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#EMS += -s BINARYEN_TRAP_MODE=clamp
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#EMS += -s SAFE_HEAP=1 ## Adds overhead
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# Emscripten allows preloading a file or folder to be accessible at runtime.
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# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
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# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
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# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
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USE_FILE_SYSTEM ?= 0
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ifeq ($(USE_FILE_SYSTEM), 0) |
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LDFLAGS += -s NO_FILESYSTEM=1
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CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
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endif |
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ifeq ($(USE_FILE_SYSTEM), 1) |
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LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
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endif |
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##---------------------------------------------------------------------
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## FINAL BUILD FLAGS
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##---------------------------------------------------------------------
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CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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#CPPFLAGS += -g
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CPPFLAGS += -Wall -Wformat -Os $(EMS)
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LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
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LDFLAGS += $(EMS)
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##---------------------------------------------------------------------
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## BUILD RULES
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##---------------------------------------------------------------------
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%.o:%.cpp |
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/%.cpp |
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/backends/%.cpp |
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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all: $(EXE) |
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@echo Build complete for $(EXE)
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$(WEB_DIR): |
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mkdir $@
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serve: all |
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python3 -m http.server -d $(WEB_DIR)
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$(EXE): $(OBJS) $(WEB_DIR) |
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$(CXX) -o $@ $(OBJS) $(LDFLAGS)
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clean: |
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rm -rf $(OBJS) $(WEB_DIR)
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@ -0,0 +1,57 @@ |
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# How to Build |
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## Windows with Visual Studio's IDE |
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Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. |
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## Windows with Visual Studio's CLI |
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Use build_win32.bat or directly: |
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``` |
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set SDL2_DIR=path_to_your_sdl3_folder |
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console |
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries |
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# or for 64-bit: |
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console |
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``` |
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## Linux and similar Unixes |
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Use our Makefile or directly: |
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``` |
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c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends |
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main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp |
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`sdl3-config --libs` -lGL -ldl |
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``` |
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## macOS |
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Use our Makefile or directly: |
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``` |
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brew install sdl3 |
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c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends |
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main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp |
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`sdl3-config --libs` -framework OpenGl -framework CoreFoundation |
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``` |
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## Emscripten |
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**Building** |
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You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions |
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- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. |
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- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. |
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- Then build using `make -f Makefile.emscripten` while in the current directory. |
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**Running an Emscripten project** |
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To run on a local machine: |
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- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. |
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- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br> |
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_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ |
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- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. |
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- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). |
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- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. |
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- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). |
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
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@set OUT_DIR=Debug |
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@set OUT_EXE=example_sdl3_opengl3 |
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@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include |
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp |
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@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib |
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mkdir %OUT_DIR% |
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console |
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// Dear ImGui: standalone example application for SDL3 + OpenGL
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h" |
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#include "imgui_impl_sdl3.h" |
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#include "imgui_impl_opengl3.h" |
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#include <stdio.h> |
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#include <SDL3/SDL.h> |
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#if defined(IMGUI_IMPL_OPENGL_ES2) |
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#include <SDL3/SDL_opengles2.h> |
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#else |
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#include <SDL3/SDL_opengl.h> |
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#endif |
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// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
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#ifdef __EMSCRIPTEN__ |
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#include "../libs/emscripten/emscripten_mainloop_stub.h" |
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#endif |
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// Main code
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int main(int, char**) |
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{ |
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) |
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{ |
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printf("Error: %s\n", SDL_GetError()); |
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return -1; |
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} |
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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2) |
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// GL ES 2.0 + GLSL 100
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const char* glsl_version = "#version 100"; |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
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#elif defined(__APPLE__) |
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// GL 3.2 Core + GLSL 150
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const char* glsl_version = "#version 150"; |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
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#else |
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130"; |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
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#endif |
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); |
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); |
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SDL_GLContext gl_context = SDL_GL_CreateContext(window); |
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SDL_GL_MakeCurrent(window, gl_context); |
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL3_InitForOpenGL(window, gl_context); |
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ImGui_ImplOpenGL3_Init(glsl_version); |
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// Load Fonts
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// - 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.
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// - 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 NULL. 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.
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// - 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);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//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, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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// Our state
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bool show_demo_window = true; |
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bool show_another_window = false; |
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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// Main loop
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bool done = false; |
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#ifdef __EMSCRIPTEN__ |
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = NULL; |
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EMSCRIPTEN_MAINLOOP_BEGIN |
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#else |
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while (!done) |
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#endif |
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{ |
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// Poll and handle events (inputs, window resize, etc.)
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// 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.
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// - 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.
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SDL_Event event; |
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while (SDL_PollEvent(&event)) |
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{ |
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ImGui_ImplSDL3_ProcessEvent(&event); |
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if (event.type == SDL_EVENT_QUIT) |
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done = true; |
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) |
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done = true; |
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} |
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame(); |
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ImGui_ImplSDL3_NewFrame(); |
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ImGui::NewFrame(); |
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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!).
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if (show_demo_window) |
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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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{ |
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static float f = 0.0f; |
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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(); |
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); |
||||
glClear(GL_COLOR_BUFFER_BIT); |
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); |
||||
SDL_GL_SwapWindow(window); |
||||
} |
||||
#ifdef __EMSCRIPTEN__ |
||||
EMSCRIPTEN_MAINLOOP_END; |
||||
#endif |
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown(); |
||||
ImGui_ImplSDL3_Shutdown(); |
||||
ImGui::DestroyContext(); |
||||
|
||||
SDL_GL_DeleteContext(gl_context); |
||||
SDL_DestroyWindow(window); |
||||
SDL_Quit(); |
||||
|
||||
return 0; |
||||
} |
Loading…
Reference in New Issue