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103 lines
3.8 KiB
103 lines
3.8 KiB
// ImGui - standalone example application for SDL2 + OpenGL |
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
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#include <imgui.h> |
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#include "imgui_impl_sdl.h" |
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#include <stdio.h> |
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#include <SDL.h> |
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#include <SDL_opengl.h> |
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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) != 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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// Setup window |
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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_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
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SDL_DisplayMode current; |
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SDL_GetCurrentDisplayMode(0, ¤t); |
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SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); |
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SDL_GLContext glcontext = SDL_GL_CreateContext(window); |
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// Setup ImGui binding |
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ImGui_ImplSdl_Init(window); |
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// Load Fonts |
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// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) |
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//ImGuiIO& io = ImGui::GetIO(); |
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//io.Fonts->AddFontDefault(); |
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); |
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); |
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); |
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); |
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bool show_test_window = true; |
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bool show_another_window = false; |
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ImVec4 clear_color = ImColor(114, 144, 154); |
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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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SDL_Event event; |
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while (SDL_PollEvent(&event)) |
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{ |
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ImGui_ImplSdl_ProcessEvent(&event); |
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if (event.type == SDL_QUIT) |
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done = true; |
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} |
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ImGui_ImplSdl_NewFrame(window); |
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// 1. Show a simple window |
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" |
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{ |
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static float f = 0.0f; |
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ImGui::Text("Hello, world!"); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
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ImGui::ColorEdit3("clear color", (float*)&clear_color); |
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if (ImGui::Button("Test Window")) show_test_window ^= 1; |
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if (ImGui::Button("Another Window")) show_another_window ^= 1; |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
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} |
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// 2. Show another simple window, this time using an explicit Begin/End pair |
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if (show_another_window) |
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{ |
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ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); |
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ImGui::Begin("Another Window", &show_another_window); |
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ImGui::Text("Hello"); |
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ImGui::End(); |
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} |
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() |
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if (show_test_window) |
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{ |
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); |
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ImGui::ShowTestWindow(&show_test_window); |
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} |
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// Rendering |
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glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); |
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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::Render(); |
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SDL_GL_SwapWindow(window); |
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} |
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// Cleanup |
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ImGui_ImplSdl_Shutdown(); |
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SDL_GL_DeleteContext(glcontext); |
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SDL_DestroyWindow(window); |
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SDL_Quit(); |
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return 0; |
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}
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