You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
113 lines
5.2 KiB
113 lines
5.2 KiB
// ImGui - standalone example application for SDL2 + OpenGL |
|
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
|
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
|
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) |
|
|
|
#include <imgui.h> |
|
#include "imgui_impl_sdl_gl3.h" |
|
#include <stdio.h> |
|
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. |
|
#include <SDL.h> |
|
|
|
int main(int, char**) |
|
{ |
|
// Setup SDL |
|
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) |
|
{ |
|
printf("Error: %s\n", SDL_GetError()); |
|
return -1; |
|
} |
|
|
|
// Setup window |
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); |
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
|
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
|
SDL_DisplayMode current; |
|
SDL_GetCurrentDisplayMode(0, ¤t); |
|
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); |
|
SDL_GLContext glcontext = SDL_GL_CreateContext(window); |
|
gl3wInit(); |
|
|
|
// Setup ImGui binding |
|
ImGui_ImplSdlGL3_Init(window); |
|
|
|
// 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. |
|
// - Read 'extra_fonts/README.txt' 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 \\ ! |
|
//ImGuiIO& io = ImGui::GetIO(); |
|
//io.Fonts->AddFontDefault(); |
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); |
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); |
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); |
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); |
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); |
|
//IM_ASSERT(font != NULL); |
|
|
|
bool show_test_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) |
|
{ |
|
SDL_Event event; |
|
while (SDL_PollEvent(&event)) |
|
{ |
|
ImGui_ImplSdlGL3_ProcessEvent(&event); |
|
if (event.type == SDL_QUIT) |
|
done = true; |
|
} |
|
ImGui_ImplSdlGL3_NewFrame(window); |
|
|
|
// 1. Show a simple window |
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" |
|
{ |
|
static float f = 0.0f; |
|
ImGui::Text("Hello, world!"); |
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
|
ImGui::ColorEdit3("clear color", (float*)&clear_color); |
|
if (ImGui::Button("Test Window")) show_test_window ^= 1; |
|
if (ImGui::Button("Another Window")) show_another_window ^= 1; |
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
|
} |
|
|
|
// 2. Show another simple window, this time using an explicit Begin/End pair |
|
if (show_another_window) |
|
{ |
|
ImGui::Begin("Another Window", &show_another_window); |
|
ImGui::Text("Hello from another window!"); |
|
ImGui::End(); |
|
} |
|
|
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() |
|
if (show_test_window) |
|
{ |
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); |
|
ImGui::ShowTestWindow(&show_test_window); |
|
} |
|
|
|
// Rendering |
|
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); |
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
|
glClear(GL_COLOR_BUFFER_BIT); |
|
ImGui::Render(); |
|
SDL_GL_SwapWindow(window); |
|
} |
|
|
|
// Cleanup |
|
ImGui_ImplSdlGL3_Shutdown(); |
|
SDL_GL_DeleteContext(glcontext); |
|
SDL_DestroyWindow(window); |
|
SDL_Quit(); |
|
|
|
return 0; |
|
}
|
|
|