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156 lines
7.5 KiB
156 lines
7.5 KiB
// dear imgui: standalone example application for SDL2 + OpenGL |
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. |
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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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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
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// **Prefer using the code in the example_sdl_opengl3/ folder** |
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// See imgui_impl_sdl.cpp for details. |
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#include "imgui.h" |
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#include "imgui_impl_sdl.h" |
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#include "imgui_impl_opengl2.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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// Main code |
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int main(int, char**) |
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{ |
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// Setup SDL |
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, |
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) |
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 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_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); |
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL 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::StyleColorsClassic(); |
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// Setup Platform/Renderer backends |
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context); |
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ImGui_ImplOpenGL2_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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// - 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("../../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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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); |
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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 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. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
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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_ImplSDL2_ProcessEvent(&event); |
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if (event.type == SDL_QUIT) |
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done = true; |
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && 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_ImplOpenGL2_NewFrame(); |
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ImGui_ImplSDL2_NewFrame(window); |
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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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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, (int)io.DisplaySize.x, (int)io.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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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound |
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); |
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SDL_GL_SwapWindow(window); |
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} |
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// Cleanup |
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ImGui_ImplOpenGL2_Shutdown(); |
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ImGui_ImplSDL2_Shutdown(); |
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ImGui::DestroyContext(); |
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SDL_GL_DeleteContext(gl_context); |
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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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