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							238 lines
						
					
					
						
							9.2 KiB
						
					
					
				| // Dear ImGui: standalone example application for Win32 + OpenGL 3 | |
|  | |
| // Learn about Dear ImGui: | |
| // - FAQ                  https://dearimgui.com/faq | |
| // - Getting Started      https://dearimgui.com/getting-started | |
| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder). | |
| // - Introduction, links and more at the top of imgui.cpp | |
|  | |
| // This is provided for completeness, however it is strongly recommended you use OpenGL with SDL or GLFW. | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_opengl3.h" | |
| #include "imgui_impl_win32.h" | |
| #ifndef WIN32_LEAN_AND_MEAN | |
| #define WIN32_LEAN_AND_MEAN | |
| #endif | |
| #include <windows.h> | |
| #include <GL/GL.h> | |
| #include <tchar.h> | |
|  | |
| // Data stored per platform window | |
| struct WGL_WindowData { HDC hDC; }; | |
| 
 | |
| // Data | |
| static HGLRC            g_hRC; | |
| static WGL_WindowData   g_MainWindow; | |
| static int              g_Width; | |
| static int              g_Height; | |
| 
 | |
| // Forward declarations of helper functions | |
| bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data); | |
| void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data); | |
| void ResetDeviceWGL(); | |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | |
| 
 | |
| // Main code | |
| int main(int, char**) | |
| { | |
|     // Create application window | |
|     //ImGui_ImplWin32_EnableDpiAwareness(); | |
|     WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL }; | |
|     ::RegisterClassExW(&wc); | |
|     HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); | |
| 
 | |
|     // Initialize OpenGL | |
|     if (!CreateDeviceWGL(hwnd, &g_MainWindow)) | |
|     { | |
|         CleanupDeviceWGL(hwnd, &g_MainWindow); | |
|         ::DestroyWindow(hwnd); | |
|         ::UnregisterClassW(wc.lpszClassName, wc.hInstance); | |
|         return 1; | |
|     } | |
|     wglMakeCurrent(g_MainWindow.hDC, g_hRC); | |
| 
 | |
|     // Show the window | |
|     ::ShowWindow(hwnd, SW_SHOWDEFAULT); | |
|     ::UpdateWindow(hwnd); | |
| 
 | |
|     // Setup Dear ImGui context | |
|     IMGUI_CHECKVERSION(); | |
|     ImGui::CreateContext(); | |
|     ImGuiIO& io = ImGui::GetIO(); (void)io; | |
|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;   // Enable Keyboard Controls | |
|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;    // Enable Gamepad Controls | |
|  | |
|     // Setup Dear ImGui style | |
|     ImGui::StyleColorsDark(); | |
|     //ImGui::StyleColorsClassic(); | |
|  | |
|     // Setup Platform/Renderer backends | |
|     ImGui_ImplWin32_InitForOpenGL(hwnd); | |
|     ImGui_ImplOpenGL3_Init(); | |
| 
 | |
|     // 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. | |
|     // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. | |
|     // - Read 'docs/FONTS.md' 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | |
|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | |
|     //IM_ASSERT(font != NULL); | |
|  | |
|     // Our state | |
|     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 messages (inputs, window resize, etc.) | |
|         // See the WndProc() function below for our to dispatch events to the Win32 backend. | |
|         MSG msg; | |
|         while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) | |
|         { | |
|             ::TranslateMessage(&msg); | |
|             ::DispatchMessage(&msg); | |
|             if (msg.message == WM_QUIT) | |
|                 done = true; | |
|         } | |
|         if (done) | |
|             break; | |
| 
 | |
|         // Start the Dear ImGui frame | |
|         ImGui_ImplOpenGL3_NewFrame(); | |
|         ImGui_ImplWin32_NewFrame(); | |
|         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 create 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 / io.Framerate, io.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, g_Width, g_Height); | |
|         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); | |
|         glClear(GL_COLOR_BUFFER_BIT); | |
|         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); | |
| 
 | |
|         // Present | |
|         ::SwapBuffers(g_MainWindow.hDC); | |
|     } | |
| 
 | |
|     ImGui_ImplOpenGL3_Shutdown(); | |
|     ImGui_ImplWin32_Shutdown(); | |
|     ImGui::DestroyContext(); | |
| 
 | |
|     CleanupDeviceWGL(hwnd, &g_MainWindow); | |
|     wglDeleteContext(g_hRC); | |
|     ::DestroyWindow(hwnd); | |
|     ::UnregisterClassW(wc.lpszClassName, wc.hInstance); | |
| 
 | |
|     return 0; | |
| } | |
| 
 | |
| // Helper functions | |
| bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data) | |
| { | |
|     HDC hDc = ::GetDC(hWnd); | |
|     PIXELFORMATDESCRIPTOR pfd = { 0 }; | |
|     pfd.nSize = sizeof(pfd); | |
|     pfd.nVersion = 1; | |
|     pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; | |
|     pfd.iPixelType = PFD_TYPE_RGBA; | |
|     pfd.cColorBits = 32; | |
| 
 | |
|     const int pf = ::ChoosePixelFormat(hDc, &pfd); | |
|     if (pf == 0) | |
|         return false; | |
|     if (::SetPixelFormat(hDc, pf, &pfd) == FALSE) | |
|         return false; | |
|     ::ReleaseDC(hWnd, hDc); | |
| 
 | |
|     data->hDC = ::GetDC(hWnd); | |
|     if (!g_hRC) | |
|         g_hRC = wglCreateContext(data->hDC); | |
|     return true; | |
| } | |
| 
 | |
| void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data) | |
| { | |
|     wglMakeCurrent(NULL, NULL); | |
|     ::ReleaseDC(hWnd, data->hDC); | |
| } | |
| 
 | |
| // Forward declare message handler from imgui_impl_win32.cpp | |
| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | |
| 
 | |
| // Win32 message handler | |
| // 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, or clear/overwrite your copy of the mouse data. | |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. | |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) | |
| { | |
|     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) | |
|         return true; | |
| 
 | |
|     switch (msg) | |
|     { | |
|     case WM_SIZE: | |
|         if (wParam != SIZE_MINIMIZED) | |
|         { | |
|             g_Width = LOWORD(lParam); | |
|             g_Height = HIWORD(lParam); | |
|         } | |
|         return 0; | |
|     case WM_SYSCOMMAND: | |
|         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu | |
|             return 0; | |
|         break; | |
|     case WM_DESTROY: | |
|         ::PostQuitMessage(0); | |
|         return 0; | |
|     } | |
|     return ::DefWindowProcW(hWnd, msg, wParam, lParam); | |
| }
 | |
| 
 |