# Conflicts: # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.mm # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txtfeatures/sdl_renderer3_multiviewports
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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_win32_opengl3 |
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@set INCLUDES=/I..\.. /I..\..\backends |
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp |
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@set LIBS=opengl32.lib |
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mkdir %OUT_DIR% |
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cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% |
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// Dear ImGui: standalone example application for Win32 + OpenGL 3
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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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// This is provided for completeness, however it is strogly recommended you use OpenGL with SDL or GLFW.
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#include "imgui.h" |
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#include "imgui_impl_opengl3.h" |
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#include "imgui_impl_win32.h" |
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#ifndef WIN32_LEAN_AND_MEAN |
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#define WIN32_LEAN_AND_MEAN |
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#endif |
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#include <windows.h> |
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#include <GL/GL.h> |
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#include <tchar.h> |
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// Data stored per platform window
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struct WGL_WindowData { HDC hDC; }; |
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// Data
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static HGLRC g_hRC; |
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static WGL_WindowData g_MainWindow; |
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static int g_Width; |
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static int g_Height; |
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// Forward declarations of helper functions
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bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data); |
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void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data); |
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void ResetDeviceWGL(); |
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
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// Main code
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int main(int, char**) |
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{ |
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL }; |
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::RegisterClassExW(&wc); |
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
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// Initialize OpenGL
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if (!CreateDeviceWGL(hwnd, &g_MainWindow)) |
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{ |
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CleanupDeviceWGL(hwnd, &g_MainWindow); |
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::DestroyWindow(hwnd); |
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::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
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return 1; |
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} |
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wglMakeCurrent(g_MainWindow.hDC, g_hRC); |
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// Show the window
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::ShowWindow(hwnd, SW_SHOWDEFAULT); |
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::UpdateWindow(hwnd); |
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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::StyleColorsClassic();
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_InitForOpenGL(hwnd); |
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ImGui_ImplOpenGL3_Init(); |
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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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//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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while (!done) |
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{ |
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// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32 backend.
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MSG msg; |
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while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) |
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{ |
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::TranslateMessage(&msg); |
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::DispatchMessage(&msg); |
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if (msg.message == WM_QUIT) |
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done = true; |
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} |
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if (done) |
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break; |
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame(); |
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ImGui_ImplWin32_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; |
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++; |
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ImGui::SameLine(); |
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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(); |
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} |
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// 3. Show another simple window.
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if (show_another_window) |
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{ |
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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)
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ImGui::Text("Hello from another window!"); |
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if (ImGui::Button("Close Me")) |
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show_another_window = false; |
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ImGui::End(); |
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} |
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// Rendering
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ImGui::Render(); |
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glViewport(0, 0, g_Width, g_Height); |
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
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glClear(GL_COLOR_BUFFER_BIT); |
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); |
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// Present
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::SwapBuffers(g_MainWindow.hDC); |
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} |
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ImGui_ImplOpenGL3_Shutdown(); |
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ImGui_ImplWin32_Shutdown(); |
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ImGui::DestroyContext(); |
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CleanupDeviceWGL(hwnd, &g_MainWindow); |
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wglDeleteContext(g_hRC); |
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::DestroyWindow(hwnd); |
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::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
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return 0; |
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} |
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// Helper functions
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bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data) |
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{ |
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HDC hDc = ::GetDC(hWnd); |
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PIXELFORMATDESCRIPTOR pfd = { 0 }; |
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pfd.nSize = sizeof(pfd); |
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pfd.nVersion = 1; |
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; |
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pfd.iPixelType = PFD_TYPE_RGBA; |
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pfd.cColorBits = 32; |
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const int pf = ::ChoosePixelFormat(hDc, &pfd); |
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if (pf == 0) |
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return false; |
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if (::SetPixelFormat(hDc, pf, &pfd) == FALSE) |
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return false; |
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::ReleaseDC(hWnd, hDc); |
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data->hDC = ::GetDC(hWnd); |
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if (!g_hRC) |
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g_hRC = wglCreateContext(data->hDC); |
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return true; |
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} |
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void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data) |
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{ |
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wglMakeCurrent(NULL, NULL); |
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::ReleaseDC(hWnd, data->hDC); |
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} |
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// Forward declare message handler from imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
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// Win32 message handler
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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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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
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return true; |
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switch (msg) |
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{ |
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case WM_SIZE: |
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if (wParam != SIZE_MINIMIZED) |
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{ |
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g_Width = LOWORD(lParam); |
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g_Height = HIWORD(lParam); |
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} |
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return 0; |
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case WM_SYSCOMMAND: |
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if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
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return 0; |
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break; |
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case WM_DESTROY: |
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::PostQuitMessage(0); |
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return 0; |
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} |
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return ::DefWindowProc(hWnd, msg, wParam, lParam); |
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} |
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